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The Ash Wastes

By:
Arbitrator General AKA Robert J. Reiner
with help from Mark Mitchell
Play Testing by:
Rob Reiner, Mark Mitchell, Pat Wells, and
various others out there, you know who you are.
with additional help from
John Houchins, Scott Mc Millen, Keith Toms, and Pat Wells

THE ASH WASTES
ACKNOWLEDGEMENTS
I want to say thank you to a few people for making this project possible. First and foremost is a big thank you to my loving
wife Gillian for putting up with the constant late night typing and gamers in the house. Thanks for understanding my hobby
as a fun and normal thing. I also want to thank my children too. Lailah for her cheering on her old man rather than being
embarrassed. Colby for telling me when something wasn’t right. And to Keeley for being the best tempered baby while I
wrote this and play tested through all hours of the night.
Next, I want to thank Andy Hall at Specialist Games for allowing me the opportunity to bring this project to fruition. Along
with Andy, I also want to thank the Games Workshop staff whom have undoubtedly seen what I have written in the past or
answered a stupid question of mine or even know that I am Arbitrator General on the forums.
I cannot forget the original rules designers, Andy Chambers and Jervis Johnson (Necromunda) and Chris Ward and Stuart
Witter (Ash Wastes). Without their original thoughts none of the following would ever have been played, reworked, rethought, or revised, and maybe would only be found on eBay instead of here in your hot little hands. I know without their
creations I would never have had the opportunity to put my chimera onto the Necromunda table with lots of bits to make it
look out of place, my scratch built buggies, my Nomads, or my scratch built crawler.
Next, I want to thank the team that helped me put this project together. In no order they are…
John Houchins (aka s4G) for help with stories and the re-writes on some of the Ash Waste Gangs. Also, most of the larger
stories through this work are his contribution.
Pat Wells (aka Chops) for help play testing and painting my Ash Waste stuff, anyone in my group knows I cannot paint too
much with a wife, three kids, a full time job, and keeping tabs on the Necromunda online community.
Keith Toms (aka Auzure) for letting me bounce ideas off him and his ever present attention to details and grammer and
sppellign two.
Scott Mc Millian (aka Truckler) for his help bouncing ideas off and his thoughts on how things need to be balanced, or at
least I needed to attempt to get things balanced and allowing the use of the EFF for quick and behind the scenes discussion.
Mark R. (aka mastermime) for helping flesh things out and play testing these new rules.
and lastly, Mark Mitchell (aka Kal), for without our constant bickering over this rule of that, his Mad Max inspired GyroCopter, his initial rules input, and without his copies of Gorka-Morka this project would have never gotten further then my
league’s house rules and a simple little pipe dream. Oh, and for being one of the worst die rollers too.
Thank you again to all of you. Now, on with the topic at hand, how to play Necromunda out in the perils of the Ash
Wastes…
Sincerely,
Arbitrator General
a.k.a. Mod_Arbitrator General
a.k.a. Robert J. Reiner

-1-

THE ASH WASTES
INTRODUCTION
Is there life outside of the hives of Necromunda? Can anything truly live in the toxic, violate wastes between the great hive
cities on the surface of Necromunda? The answer is simple, the Ash Wastes are a harsh environment and the people who
dwell there are just as hardy. Be they the native Ash Waste Nomads scavenging what they can or the mighty Hive Prospector
Teams out in search of new mineral outcroppings, the denizens of the Ash Wastes are almost as diverse as those of the
Underhive.
Elder Khanst emerged from the bunker with little fanfare. But that was to be expected. The ash storm had lasted for 3 days and
his town was just beginning to dig itself out from under the carnage. Behind him Telila, the town’s doc, kicked at a partially
submerged piece of plasteel.
“Doesn’t look too bad,” was all she said.
Khanst just nodded without looking over his shoulder. He looked around at what was left. The walls had held up well, although
he was sure there would be digging involved to remove any natural ramps that formed from the shifting wastes outside. The
nomads would quickly realize the strategic importance of being able to get over the walls so easily thus making the removal of
wastes from around the walls his town’s first priority.
“Thank you for the Shelter ‘Tel’,” Khanst said as he turned to face the doc.
“It was my pleasure Khanst,” she said as she winked.
There wouldn’t be much time. Nomads and scavvy bands were quick to immerge from the dust and debris. With the storm
lasting so long hunger would be a powerful motivator, and his town was now vulnerable.
Walking down the main street through town Khanst noticed the merchants were quickly setting up shop. ‘They’re always the
fastest to get back to normal’ he chuckled to himself. Taking advantage of the empty paths through the market Khanst eyed the
wares. In the last three years he had served as town Elder he gotten to know the usual guilders, or their representatives, that
braved the wastes. On the surface they all paid homage to Lord Helmawr and their wares were perfectly legal. But outside the
hive walls Lord Helmawr’s strong arm was not quite so firm. Many traders also dealt with black market items. After all
‘slaught’, ‘spook’ and the various other drugs of choice were so much more profitable.
“Glad to see that you weathered the storm Gaul. Looks like you got some new hardware I see,” Khanst said picking up a
rectangular device with tubes and wires protruding out at odd angles.
“You have an eye for quality Elder Khanst,” the slightly rotund merchant said with a smile. “But, I am sure this is out of reach
of even your deep pockets.” And with that the guilder reached out and relieved the elder of the device.
“Perhaps, but has my shipment arrived?”
The guilder looked around, slightly nervous.
“Relax Gaul. The Enforcers won’t learn of your little side business, just so long as you keep Talila supplied with the Stinger
patches – unofficially of course.” The Elder let the words hang in the air momentarily before moving on his way.
Khanst left the guilder’s quarter and headed towards the gates – his little town’s ‘red light’ district. Emira and Jinty were a pair
of Delaque who had left the hive for reasons all their own. Not only did they run some highly profitable businesses catering to
various pleasures, but they were an invaluable source of information of what was happening. Not just within the walls of
‘Hive’s End’, but also the occasional tidbits of information from out in the waste. And at times – even within the hive itself. As
he drew near to the gates the above ground portions of the buildings were in ruin – but not to worry. Peeling apart some smaller
sections of what used to be a wall he found what he was looking for, a tube extending four meters into the air. As he climbed the
ladder he pulled at the stock of his nomad long rifle – a specialized weapon afforded to him by his position – bringing it over his
right shoulder. As he reached the top of the ladder he was able to rap the bulkhead door with one hand.
After a few moments a distant metallic clang resounded. He was sure the two had sheltered a large portion of the population,
for a slight fee of course. Still this is where the bulk of his work force would come from.
“There you are boss.”
The Elder turned around to face his second, the town’s former leader. “Do you have the rest of the boys Zatar?”
“Everyone except Gurst and his juves, apparently they threw some kind of ‘ash storm’ party and paid the price.”
“It doesn’t matter. There will be other to replace them.”
Khanst sighed. Not many of the buildings above ground had survived. Who knows how many perished because they had tried to
brave the elements. But one thing was for sure, “Hive’s End” would rebuild. He would see to that.

-2-

THE ASH WASTES
ASH WASTE RULES
The following are rules for playing games of Necromunda in the Ash Wastes. Play is similar in all fashions as to
Necromunda in the Underhive, but the differences are less terrain, vehicles of all sorts, and mutated beasts.
Modifications to the Necromunda ORB: All rules as set forth in the Necromunda ORB and all findings of the Necromunda
Rules Committees are applicable to games in the Ash Wastes with the only exceptions being those listed in these rules. This
is an alternative setting and not a new game. If a rule or ruling is listed differently here it is due to the harsh nature of the
Ash Wastes. The findings here are to be used in those few cases.

CHARACTERISTICS
Denizens of the Ash Wastes are a hardy bunch. The maximum statistic line from the ORB is modified as follows for all
denizens of the Ash Wastes:
M

WS

BS

S

T

W

I

A

Ld

4

6

6

4

4

4

6

4

11

MOVEMENT IN THE ASH WASTES
Movement in the Ash Wastes is slightly different then movement in the Underhive. The major form of locomotion is not foot
like the Underhive, but rather by vehicles and beasts. Ash Waste Denizens are usually going long distances, racing ahead of
a fierce storm, or just racing to loot a new find. Fighters-on-foot can be left behind in some cases and in other cases getting
out of a vehicle or getting off the back of a beast could spell instant death for a fighter. The following are modifications for
movement the Ash Wastes.
RUNNING
Fighters in the Ash Wastes need to be hardier and quicker on their toes in a fire fight. With vehicles zooming all over and
relatively no cover, the normal ORB restrictions for not running when you are within 8” of another fighter is ignored. Let’s
face it, when all you have is dust to prevent you from being crushed by a tracked vehicle or foot of a big nasty beast you learn
to move out of the way quickly and not worry about the fact that you may get shot when you will get crushed. This means
that any fighter can run, anytime, anywhere that their Movement Characteristic will allow.
TERRAIN
In the Ash Wastes the terrain types from the ORB still apply, but are modified in the following manner for movement in the
Ash Wastes.
Open Ground: This ranges from flat ash plains to the rolling dunes and shallow mounds. Open Ground may be moved over
at no penalty for vehicles, beasts, and fighters-on-foot.
Difficult Ground: This ranges from steep slopes to loose ash pockets. Fighters-on-foot move over difficult ground as
described in the ORB. (i.e. half movement rate). Tracked vehicles, skimmers, walkers, and crawlers may move through
difficult terrain with no penalty at any of their speeds. Wheeled Vehicles moving at slow speed and Beasts walking can
move over difficult ground with no penalty. Vehicles moving at combat or fast speeds must roll a D6 and consult the
Difficult Terrain Table unless the driver can pass an initiative test by rolling under their initiative. If this test is failed then a
+1 is added to the Difficult Terrain Table D6 roll. Beasts may not run (but may charge) over difficult ground.
Very Difficult Ground: This ranges from sludgy ground to deep ash pockets to pools of chemicals to thick rubble.
Fighters-on-foot move over very difficult ground in the same manners as listed in the ORB (i.e. at quarter movement rate).
Tracked vehicles may move over very difficult terrain at slow speed with no penalty. Skimmers and crawlers may move
through very difficult ground without penalty at any of their speeds. Walkers moving at slow speed may move through very
difficult ground without penalty at any of their speeds. Vehicles moving through very difficult terrain must roll a D6 and
consult the Difficult Terrain Table unless the driver can first pass an initiative test by rolling equal to or under their initiative.
Beasts may move at half their normal movement rate and may not run or charge through very difficult terrain.
Impassable Ground: This ranges from steep rocks to cliffs, to sludge rivers, to deep pockets of ash to pools of acid.
Impassable ground cannot be moved through by fighters-on-foot, vehicles, or beasts. This terrain is just too dangerous to
deal with. The only except is that skimmers may move through this type of terrain. Under any circumstances, any fighter
that falls off or lands in this terrain is automatically taken out-of-action and must roll for injury during the post game
sequence.

-3-

THE ASH WASTES
Buildings: Buildings are considered impassable terrain for vehicles and beasts, but fighters-on-foot may enter and use
buildings per the ORB. Crawlers are a special case. You and your opponent must decide before the game if crawlers are
involved whether or not to allow the particular crawler to destroy a building by moving through it. Some crawlers are big
enough to justify this and others are not. Use your own best judgment with this one.
Walls and Obstacles: This category includes obstacles over 1” high, or that could reasonably prevent a vehicle from
crossing it. Fighters-on-foot cross obstacles in the manner described in the ORB. Common sense is required for this terrain
type. If a vehicle or beast looks like it can cross an obstacle or push it aside or simply plow it under (i.e. flimsy fence) then
they should be able to cross it without penalty. Otherwise, the obstacle is treated like impassable terrain in the sense that it
may not be moved through/over. It is recommended that these be determined before the game and as they come up because
you never know when you want to just run your heavily tracked vehicle through a ruined barn to get to the loot instead of
going around it as your opponent tries to gun you down. Walkers may cross an obstacle that the model could feasibly step
over without penalty. Skimmers may not cross obstacles as they float on a cushion of air. Crawlers are a special case.
Crawlers move forward, crushing everything in their path with their wide, massive tracks or reinforced wheels. Any wall or
obstacles a crawler moves over are destroyed and removed from the table. Beasts follow the rules for walkers, but also may
pass over lower obstacles like fighters-on-foot.

Difficult Terrain Table

D6 Result

Speed

Slow
-

Combat
1

Fast
1-2

1-3

2-4

3-5

4+

5+

6+

Effect
The driver looses control and the vehicle swerves before spinning
wildly. Roll a D6 to determine which direction the vehicle swerves:
1-3 is 45 degrees left, 4-6 is 45 degrees right. The vehicle then moves
forward D6” before coming to a halt facing a random direction
determined by rolling the scatter die. The vehicle’s movement ends
here. Any fighters on board may not shoot this turn and may not
dismount from the vehicle. If fighters on board are engaged in a
boarding action then it continues as normal.
The driver wrestles with the vehicle’s steering before bringing it
under control. The vehicle swerves. Roll a D6 to determine which
direction the vehicle swerves: 1-3 45 degrees left, 4-6 is 45 degrees
right. Following the swerve the vehicle may continue its movement
as normal. Fighters on board may not shoot this turn, but may
dismount or fight in boarding actions as normal.
The driver negotiates the terrain superbly. The vehicle may continue
its move as normal. Fighters on board may continue with their actions
as normal as well.

MOUNTED MOVEMENT
When mounted on a vehicle or beast a fighter’s movement rate is not used. The movement rate of the vehicle or beast is
utilized instead. Please refer to the Vehicle or beast rules as applicable.
LEFT BEHIND ON FOOT
In certain situation a fighter that is on foot may be left behind. This generally will happen in Rolling Road Scenarios when
the battlefield moves and the fighter is now left behind and no longer on the battlefield. When this happens the fighter is
treated as having gone out-of-action. Fighters that are left behind must roll a D6 at the end of the game like fighters that were
‘down’ at the end of the fight. On a result of 1 they are treated as having been injured and must roll for serious injury. The
Ash Wastes are a harsh environment after all. On any other result they are treated as not having an injury and may participate
in the post game sequence as if they were not injured. If the fighter-on-foot was already down then the standard 4+ will
prevent them from being injured then roll again for being left behind.

-4-

THE ASH WASTES
VEHICLE MOTIVATION
All vehicles in the Ash Wastes have one of the five following modes of motivation: wheeled, tracked, walker, crawler, or
skimmer. Each type of Vehicle Motivation is described below.

WHEELED VEHICLES
Wheeled vehicles are the most abundant vehicles in the Ash Wastes. They are easy to maintain, use, modify, and loot. They
are easy to drive and everyone generally knows what they are. No special rules apply to wheeled vehicles.

-5-

THE ASH WASTES
TRACKED VEHICLES
Tracked vehicles can be very useful in the harsh environment that is the Ash Wastes. Not only can they find traction in the
worst of conditions, they generally travel easier over the long distances Ash Waste Denizens tend to travel. They also travel
easer over rougher terrain. They may be harder to maintain then wheeled vehicles and are usually slower, but they also tend
to be better armoured and protected from the elements, raiders, and damage. The following special rules apply to tracked
vehicles:
Difficult Terrain: Tracked Vehicles may move over difficult terrain without penalty.
Very Difficult Terrain: Tracked Vehicles may move over Very Difficult Terrain at slow speed without penalty.

WALKERS
Walkers are generally based on the same Imperial technology as the Sentinels. They are a nightmare to maintain, hard to fix,
near impossible to find parts for, tricky to drive, yet, they are still seen due to their ability to navigate uneven ground. They
even seem to be able to stroll right through rough terrain. The following special rules apply to walkers:
Difficult Terrain: Walkers can move through difficult terrain with no penalty.
Very Difficult Terrain: Walkers can move through very difficult terrain with no penalty at slow speed.
Walls/Obstacles: Walkers can move through obstacles that the model can reasonable cross with no penalty.

-6-

THE ASH WASTES

CRAWLERS
Crawlers are gargantuan, slow moving, behemoth platforms that perpetually roll across the Ash Wastes crushing everything
in their path. A variety of special rules apply to crawlers as follows:
Crawl Speed: Crawlers do not move at the same speeds as other vehicles. Crawlers move only 3” maximum in a turn and
may only make one 45 degree turn per turn.
Ramming: Crawlers may never ram other vehicles. If a crawler moves into another vehicle it will simply be pushed aside
instead of being rammed. No damage is incurred by either of the vehicle when this happens unless the other vehicle is
immobilized. In this case the target vehicle takes one automatically penetrating hit to each location it still has as the crawler
grinds it into the wastes.
Terrain: Crawlers simply move 3” over any terrain without penalty. However, they cannot move through buildings or other
large structures unless agreed to by both players before hand. Small obstacles like barrels or rocks that a crawler moves over
are automatically destroyed and are removed from play.
Move or Fire Weapons: Fighters on a crawler may fire move or fire weapons even if the crawler moves as long as the
fighter did not move on the crawler. A crawler is a stable platform.
Fixed Weapons: Crawlers are so massive and do not generally turn quickly. Crawlers are treated more like moving terrain
then vehicles. Crawlers may have up to one fixed weapon in each of the four fire arcs of the vehicle. Keep in mind that any
gang may still only every have two heavy weapons though.
Fighters-on-foot: Fighters-on-foot automatically dodge a crawler if it attempts to run them over. The crawler is moving too
slow to actually surprise a fighter. If a crawler attempts to run over a ‘down’ fighter then they are automatically taken out-ofaction and are assumed to have rolled ‘Multiple Injuries’ for their injury result in the post game sequence due to being
flattened.
Armour: Due to their massive size and monstrous inner workings, all crawlers are automatically heavily armoured.
SKIMMERS
Skimmers are the rarest type of Ash Waste Vehicles. They move on a cushion of air and hover just above the ground.
Massive turbines or jets propel the vehicle over ash, rubble, liquid, or whatever. As a price for this versatility they are the
hardest to maintain, the most finicky, and use large amounts of fuel. The following special rules apply to skimmers:
Terrain: Skimmers ignore the penalties of all terrain types except wall and obstacles and certain types of impassible terrain.
See the terrain section for further details.

-7-

THE ASH WASTES
SPEEDS
There are four speed for vehicles in the Ash Wastes. The four speeds are called crawl, slow, combat, and fast. All vehicles
have a motivation type as listed in the Vehicle Design rules. Some vehicles, like heavily armoured trucks may only be able
to travel at slow speed; whereas, light vehicles, bikes and quads will be able to travel at fast speed; and only crawlers may
move at crawl speed. The following Vehicle Maximum Speed Table limits their speeds:
Vehicle Maximum Speed Table

Crawler
Skimmer
Tracked
Walker
Wheeled

Bike

Transport

Armoured

Heavily
Armoured

N/A
Combat
Fast
Combat
Fast

N/A
Combat
Combat
Combat
Combat

N/A
Slow
Combat
Slow
Combat

Crawl
Slow
Slow
Slow
Slow

CHANGING SPEEDS
In your movement phase you may move any of your vehicles that are not disabled or destroyed. Before moving each vehicle
you must declare to your opponent what speed you are moving that vehicle at. It is recommended that counters be used to
represent what speed your vehicles are traveling at to avoid confusion. Your choices of speed are slow, combat, or fast as
determined by your vehicle’s motivation type; unless you are moving a crawler and then you may only move crawl speed.
You may not declare a speed faster then you can currently travel in regards to you current damage as well. You can freely
change speeds between any of your applicable speed categories at the start of each of your turns. This means you can go fast
from a start or stop if you are going fast without spending a turn at combat and a turn at slow.
SLOW SPEED
All vehicles (except crawlers) are able to move at Slow Speed. Slow Speed allows the vehicle to be moved up to 6” in the
movement phase and make up to four 45-degree turns. Turns may be combined in any way you chose. An example is two
turns is a 90-degree turn. Turns may be made at any point during your vehicle’s movement. Slow Speed also allows you to
use some or all of the vehicle’s movement in the reverse direction. This is done by moving the vehicle backwards.
COMBAT SPEED
Vehicles that are allowed to move at Combat Speed may be moved up to 12” in the movement phase and make up to two 45degree turns.
FAST SPEED
Vehicles that are allowed to move at fast speed, like bikes and light vehicles, move 12” (exactly) in the movement phase and
may make up to one 45-degree turn. Then, at the end of the shooting phase a fast moving vehicle may move between 6” and
12” more. If the vehicle did not make its one turn in the movement phase then it can be used now. This extra movement is
extra and takes place between the shooting and hand-to-hand combat phases in a special phase called the Fast Movement
Phase.

TURNING
Ash Waste vehicles and beasts are always turned/pivoted about the center of the vehicle or beast. Also, when making
optional turns you do no need to turn exactly 45-degrees, but rather, no more than 45-degrees and combinations are perfectly
permissible. For example, when weaving through rocky outcroppings or debris a vehicle may turn one 20-degree and then a
25-degree turn, even at fast speed. This is possible because movement is fluid motion and vehicles do not stop, pivot, then
continue, but rather these rules try to cover this in the most realistic manner possible.

-8-

THE ASH WASTES
Karsh threw open the throttle and raced the engine as fast as he could. ‘Hold’n to yer arse back there!’ He shouted as
his buggy threw over the ash dune and bounced hard. ‘Cricky little git. Hans, you got them in your sights yet?’
‘Sure do, but they are too far out, can we close?’ Hans asked as stubber rounds bounced off the rocks beside the buggy.’
Karsh put his hand out the netting and waved a finger at the tracked transport ahead. ‘Ya missed you son of a shanty
juve!!!’ he shouted over the noise of his engine. “We’ll get em now.’ Karsh flipped a little box open beside his gear shift.
He turned to Hans and they both smiled. ‘NITROOOO!!!’ Karsh screamed as the two boys in the back seats held on for
life.
The ash wastes zoomed by the buggy faster then should have been allowed but Karsh was a master at the race. He
brought his buggy in tight behind the tracked transport in front of him. He weaved back and forth as his boys got ready.
THUMP THUMP THUMP
Hans opened up his heavy bolter on the transport and hit something or someone because whatever it was flew out the side
and bounced off a rocky outcropping. ‘You two ready yet?’
‘Drive a little straighter and we can get over the sides better.’ Tweaner had his foot set to leap and his chainsword was
already running. He wanted to be over those rails badly.
The return fire from the transport was sporadic, but then a grenade flew into the cab. Frankie casually picked it up and
threw over the side on his way up to the buggies boarding spike. It exploded a second or two later. ‘Watch the paint
moron!’ Karsh screamed again.
To close the gap Karsh executed a quick move or two to throw off another volley from the transport as Hans pelted the
treads and even hit a passenger square in the chest too. Luck was on their side as he pulled up along side. The boys
needed no invitation. They dropped the boarding ramp as Hans sent another volley at the transport. The Boys leap over
the side and used the ramp to vault over the sides of the transport.
The scheme was almost not real, except that Karsh had to slam on the breaks and skid turn to get back behind the
transport as the boys made quick work of the guilders on board. It was sometimes too easy for this band of mercenaries to
raid the guilders, but then again, good drivers are hard to find and Karsh was the best.

TAILING AND RACING
When you end your vehicle’s movement within 2” of the rear facing of an opposing vehicle you may declare that you are
going to tail the enemy. You must be roughly facing the same direction as the vehicle you wish to tail. When you end your
vehicle’s movement alongside an enemy, so that you are side-by-side, and no more than 2” away, you may declare that you
are going to race the enemy. Tailing and Racing are both ‘chases’ and use the same special rules. Once in position, a chasing
vehicle cannot make turns unless the lead vehicle makes one to follow. Once in the tail or race position you may move in
your opponent’s turn as well as your own. This is done in the following manner:
Positioning: You are tailing your opponent if you are behind them. You are racing your opponent if you are on either side
of them.
Moving Target: As your opponent moves the vehicle you are chasing you may move your vehicle to keep within 2”.
Turning Target: The first time the target vehicle makes a turn you must take a Driving Test. If you pass then you continue
to chase. No further tests for turning are taken this player turn. If you fail then your opponent has shaken you off, you are no
longer chasing, and stop moving right where you are.
Target Moves Too Fast: In the event that the target vehicle moves too fast for the chasing vehicle to keep up, it
immediately shakes the chaser as soon as it moves further then the chaser would normally allow. For example, if a Slow
vehicle tried to chase a Fast vehicle, as soon as the Fast vehicle moves farther than the Slow vehicle can move, the slow
vehicle is shaken off. Since Fast moving vehicles move again in the Fast movement phase, Fast moving vehicles chased by
Fast moving vehicles will remain chased if the chaser can keep up.
Racers and Obstacles: If the enemy vehicle moves in such a way that a racer cannot move without hitting something, then
the driver must take a Driving Test to reposition the vehicle either behind or to the other side of enemy. If successful, the
drive continues the race or falls back into a tailing position. If he fails, then he has been shaken off and ceases to chase. A
chasing vehicle can always opt to give up the chase voluntarily and simply stop moving instead of hitting an obstacle.
Racers and Sideswipes: Once per turn, either vehicle involved in a race may attempt to sideswipe the other once at any
point in the movement phase. Follow the rules for sideswipes.

-9-

THE ASH WASTES
Special Race Shooting: Racing vehicles keep up with each other and have each other dead in their sights. This is the
perfect opportunity for racers to open up all guns on each other. Every fighter on the racing vehicle can shoot at the target
vehicle in the target vehicle’s shooting phase as well as their own. In fact, these shots are taken at the start of the shooting
phase, before your opponent takes any shots. However, there is also a drawback, the target vehicle may also shoot at his race
opponent during their shooting phase too, but only after their opponent has fired all his shots.
Special Tailing Shooting: Tailing vehicles have their target dead in their sights. This is the perfect opportunity to open up
all guns on the target. Every fighter on the tailing vehicle can shoot at the target vehicle in the target vehicle’s shooting phase
as well as their own. In fact, these shots are taken at the start of the shooting phase, before your opponent takes any shots.
Special Chase Shooting Targeting Rules: When a vehicle is involved in a chase all fighters and weapons must be fired at
the other target, unless they are in not in the weapons fire arc (i.e. Drivers and Fixed Weapons). When it is your player turn
you do not have to shoot at the other chase vehicle if you do not want to.
Ending A Chase: Just because you start your turn chasing one of your opponent’s vehicles does not mean that you must
continue to chase them. You may stop chasing at the start of any of your turns by stating that you no longer wish to race or
tail, as long as you were the vehicle that started the race.
Stopped Target: All chasing target vehicles must move at least slow speed. This means that they may not voluntarily stop,
unless damage or other affects cause them to that is.

VEHICLES WITHOUT A DRIVER (OUT-OF-CONTROL)
If a vehicle is in the unfortunate situation that is has no driver, maybe he is pinned, down, or been thrown out of the vehicle,
then the vehicle is ‘Out-Of-Control.’ Out-of-Control vehicles are moved at the start of the owning player’s movement phase
before any other movement takes place. If the vehicle was not stopped last turn then the following procedure takes place:
Step 1: If an Out-of-Control vehicle has any other fighters on board they may attempt to take over on a D6 roll of 4+. You
may elect one fighter and roll. If you are successful they take over as the driver and movement is continues as normal. If
they fail, they are the driver, but you must continue to step 2.
Step 2: Roll a D6 to determine the direction the vehicle will move. On a result of 1-2 the vehicle angles 45-degrees to the
left. On a result of 3-4 the vehicle continues on its path. On a result of 5-6 the vehicle angles 45-degrees to the right.
Continue to Step 4.
Step 3: Roll 1D6 (slow), 2D6 (combat) or 3D6 (fast) for the speed the vehicle was traveling last turn. That is the number of
inches the vehicle immediately travels in the direction determined by step 2. After this the vehicle will come to a stop. A
bike will fall over at the end of this moment and will count as being immobilized for the duration of the game.

TRANSPORTING FIGHTERS
Some vehicles can carry fighters other then drivers. These additional fighters are crewmembers or passengers. Although
there are two type of transported fighters, both are collective referred to as crewmembers throughout these rules. Vehicles
are split into two categories. The two categories are bikes and transports. Bikes are single-seat vehicles that typically consist
of motorcycles, quads, and gyro-coptors. Transports are all other vehicles. They range from scratch built wagons to caravan
trucks to looted imperial tech.
DRIVER DESIGNATION
When a gang purchases a vehicle it must designate one fighter in the gang as its driver. That fighter can be anyone that the
rules allow to be a driver. If the designated driver cannot participate in a game then another fighter may temporarily be
designated as the driver for that game only; however, if it was a bike then no one else can drive it. If a driver is killed then a
new permanent driver may be designated. In addition, drivers may be required to take driving test. These are leadership tests
using the driver’s leadership characteristic. No other leadership may be used unless specifically listed as effecting driving
tests. The following are special rules for drivers:
Pinning/Fear/Terror/Nerve Tests: Drivers can be pinned by enemy fire that hits them just like any other fighter. Drivers
that are pinned automatically recover from pinning at the start of the turn, but their vehicles will automatically move out-ofcontrol first. Drivers are too fully engrossed in driving to realize what they are doing sometimes. As a result, they are
immune to fear and terror test. Drivers do not take any Nerve Tests as they are fully engulfed in what they do, drive.
Frenzy/Stupidity: Fights that are frenzied may not be drivers, even in emergency situations. Fighters that have stupidity may
still be drivers, but remember that you need to roll each turn for what they will do. If he cannot do anything this turn then the
vehicle will move out-of-control this turn.
Dismounting: Drivers may not dismount from a moving vehicle.

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THE ASH WASTES
Bike Drivers and Dismounting: Drivers of a bike are allowed to dismount and re-mount if they are directly on top of a loot
counter (or similar item) for the sole purpose of picking that item up only and must remain stationary the entire turn to
accomplish this.
MOUNTING A VEHICLE
Fighters may mount any friendly vehicle they can move into contact with in their movement phase. Fighters may mount a
vehicle before or after it has moved, but not during the vehicle’s movement. Fighters may only mount a vehicle traveling at
slow speed without penalty. If a fighter wishes to mount a vehicle that is traveling at combat or fast speed it is treated like a
boarding action and those rules must be followed; however, if you are successful no hand-to-hand combat obviously happens.
In addition, fighters may not mount a vehicle if they dismounted this turn. A prime example of this is moving a vehicle up to
a loot counter, having a fighter jump out, pick it up, and then re-mount. This cannot happen.
DISMOUNTING FROM A VEHICLE
Fighters on board of a vehicle may get out, or dismount, at any point during the movement phase. Simply place the
dismounted fighter next to the side or rear of the vehicle and continue their movement from there; however, dismounting may
only be done before or after a vehicle has moved. For example, a vehicle may not move 4”, dismount a fighter, then move 2”
more. Fighters that dismount are treated as having moved this turn for the purposes of move-or-fire weapons etc.
If the vehicle is traveling at combat speed then dismounting fighters must roll equal to or under their initiative or take a single
automatic hit at strength 3 and be automatically pinned. This hit cannot be saved by armour or skills, you just have to suck it
up and take it when you jump off a vehicle. You still place the fighter next to the vehicle in the desired location because they
did exit the vehicle. If the fighter is successful in his initiative test then he may continue his turn as normal.
Fast Speed: Fighters may not dismount from a vehicle traveling at fast speed.
Same Turn: Fighters may not dismount any vehicle the turn in which they mounted any vehicle.
CREWMEMBERS AND INJURY
Fighters on a vehicle that are not drivers are called crewmembers. Crewmembers man machinery, fire fixed weapons, or are
simply passengers. Passengers as considered crewmembers for these rules. A few special rules apply to crewmembers.
Pinning: Crewmembers may be pinned on a vehicle. They follow all the rules for pinned fighters except that being on a
vehicle allows them to test to escape pinning as if they had a friendly fighter within 2”.
Breaking Nerve: Crewmembers on a vehicle do not need to test to break their nerve when a friendly fighter goes down or
out-of-action. They are on a vehicle and that gives them a sense of safety and that the other guy was just unlucky.
Fear and Terror Tests: Crewmembers on a vehicle seem to think they have more protection against the horrors of the Ash
Wastes when they are in the relative safety of a vehicle or on a beast. To represent this, if a fighter takes a fear or terror test
and fails it, then they will not run and hide, but may not shoot in their next turn and if they are charged, or are in a hand-tohand combat already then they will fight with a WS of half (rounded up) until the end of the turn.
Down: Crewmembers that are taken down as a result of injury remain with the vehicle when it was a shooting attack and are
thrown off the vehicle if in vehicular hand-to-hand combat. Please refer to vehicular hand-to-hand combat for more on this.

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RAMMING, COLLISIONS, AND CRASHES
This section covers vehicles hitting other vehicles, vehicles running fighters-on-foot over and vehicles crashing into scenery.
This section also references damage to vehicles. Rules for damage to vehicles will be covered later.
VEHICLE DIAGRAM
Vehicles are separated into four zones for damage purposes. These are Front, Side, Side, and Rear. A simple diagram is as
follows:

Diagram 1: Vehicle Zones
RAMMING
Ramming occurs when a vehicle contacts another vehicle. Damage is worked out immediately. This is an interruption to the
movement phase similar to over-watch fire.
Swerving: Whenever a ram is attempted the target vehicle may ‘Swerve’ to avoid the ram, except in the case of a head on
ram attempt (see later). Vehicles may also attempt to ‘Swerve’ to avoid a collision with an out-of-control vehicle in the same
fashion. To ‘Swerve’ the target vehicle driver must roll equal to or under their leadership on 2D6. If the test is successful
then the target vehicle is shifted as far as necessary to the left or right and turned 45-degrees in that direction. The ramming
vehicle then continues its full remaining distance. If the test is failed then the ram is successful and damage takes place as
described later.
It will usually be obvious which way to ‘Swerve’ the target vehicle; however, in situations where a ‘Swerve’ in either
direction would be equally likely the target vehicle’s driver may choose which way he wants to ‘Swerve.’
When a Ram contacts consult the appropriate Ram Section for details on how to work it out.

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Diagram 2: Head-On Ram
Head-On Rams: A Head-On Ram is where the front of one vehicle hits the front of another vehicle head-on. This is by far
the most deadly of rams as both vehicles could end up taking tons of damage. Definitely not to be tried by the light-hearted.
Once a driver initiates a head-on ram the target does not get to ‘Swerve’ out of the way. Instead, both drivers play chicken.
Each drive takes a D6 and secretly places it on a number to represent his choice of direction. 1-2 represents 45-degrees to the
right. 3-4 represents no change, or straight on. 5-6 represents 45-degrees to the left. Once both players are ready they reveal
their choices and move their vehicles accordingly. If both vehicles as still facing each other after playing chicken, both
vehicles automatically take D6 penetrating hits. In addition, each driver must roll a 4+ on a D6 or his vehicle will be
immobilized at the end of all its damage results. If both vehicles are not facing each other then the rammer is moved his
remaining movement. Move the target vehicle to their indicated side if necessary.

Diagram 3: Shunt Ram
‘Shunt’ Ram: A Shunt is a ram where the front of the ramming vehicle hits the rear of the target vehicle. A shunt inflicts
one automatic penetrating hit on a target vehicle that does not ‘Swerve’ out of the way. Shunting does no damage to the
ramming vehicle. Bikes that are involved in shunts inflict no damage to larger vehicles (i.e. non-bikes) and take D3
automatic penetrating hits instead of one when they are ‘shunted’ by a larger vehicle (i.e. non-bike).

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Diagram 4: T-Bone Ram
T-Bone Ram: The T-Bone ram occurs where the front of the ramming vehicle clearly strikes the side of the target vehicle.
A T-Bone ram inflicts D3 automatic penetrating hits to a target vehicle that does not ‘Swerve’ out of the way. A successful
T-Bone ram also deals one automatic penetrating hit to the ramming vehicle. Bikes that are involved in a T-Bone ram inflict
no damage to larger vehicles and larger vehicles T-Bone ramming a bike will not incur any damage themselves.
RAKES AND SIDESWIPES
This category of ramming can be executed anytime one vehicle passes side-by-side with another vehicle. Rakes occur when
the vehicles are traveling in the same direction. Sideswipes occur when the vehicles are traveling in opposite directions. In
all other ways these two maneuvers follow the rules for ramming, i.e. damage, swerving, etc.

Diagram 5: Sideswipe
Sideswipe: Sideswipes are the least effective rams in the Ash Wastes, although they can still cause some damage,
occasionally. A sideswipe is executed when a vehicle draws alongside the target vehicle, being within 2”, and is traveling in
the same direction. Drivers will see each other and attempt to bump the other out of the way. Each driver rolls a D6. On a
successful result of 4+ the opposite driver’s vehicle will take a single automatic penetrating hit. Any vehicle that takes
damage will ‘Swerve’ away from the collision. Do not roll randomly for ‘Swerve’ direction. Bikes involved in sideswipes
are affected as normal, but if their target vehicle is a different vehicle type then it will not take any damage and does not
‘Swerve.’

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Diagram 6: Rake
Rakes: To execute a rake is not for the slow of mind. The damage from a rake can be tremendous and devastating. A rake
is executed when a vehicle draws alongside the target vehicle, being within 2”, and is traveling in the opposite direction. A
successful rake will inflict D3 automatic penetrating hits on both vehicles and each vehicle will ‘Swerve’ away from the
impact. Do not roll randomly for ‘Swerve’ direction. If a bike is involved in a rake with another vehicle type if is affected as
normal, but the other vehicle will take D3-1 (zero minimum) automatic penetrating hits instead of the usual D3 and will not
‘Swerve’ after the rake.

IMPACT
If a successful ram is made then apply the appropriate amount of damage to each vehicle using the applicable Vehicle
Damage Chart. Ram damage does not take location armour values into account because all ram impact damage automatically
penetrates that location.

COLLISIONS
Any vehicle that intentionally or accidentally moves, swerves, spins, or in any other way makes contact with a vehicle they
have collided with it. If a vehicle spins or ‘Swerves’ into another vehicle move it into contact and then orientate it as
described in the applicable rules that placed it there. This will have a hand in how or where damage is applied.
Any vehicle on the receiving end of a collision, friend or foe, can attempt to ‘Swerve’ out of the way to avoid it. Please refer
to the ‘Swerving’ rules in the ramming section. If you elect not to ‘Serve’ then your movement will end quite abruptly and
sometimes spectacularly. Keep in mind that immobilized vehicles or vehicles without a driver cannot ‘Swerve’ out of the
way. There are a few different types of collisions. They are worked out as follows:
FRONT TO FRONT
The damage for this type of collision is worked out in the same manner as Head-On Ram.
FRONT OR REAR STRIKES SIDE OR REAR
These types of collisions are rare but Hollywood spectacular. Both vehicles take one point of automatically penetrating
damage. Bikes colliding in this fashion take D3 automatically penetrating hits instead of one.
SIDE TO SIDE
Strange as it might seem, these do occur. An example is when a vehicle ‘Swerves’ to one side to avoid a ram and ends up
alongside another. The resulting collision is worked out like a rake or sideswipe.
CLIPS
If a vehicle touches another vehicle but only by a sump rat’s whisker and there is debate between you and your opponent then
simply roll a D6. On a result of ‘1-3’ the vehicles bounce harmlessly off each other, no damage is applied to either vehicle,
the driver’s motion to each other accordingly, and movement continues. On a result of ‘4-6’ you must work out the
appropriate ram or collision.

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THE ASH WASTES
CRASHES
Not all collisions are with out-of-control vehicles or randomly moving ones. These are called crashes. This is where a
vehicle hits an obstacle, piece of scenery, building, or something else. Drivers may not ‘Swerve’ to avoid a crash, they just
white-knuckle the wheel and take it. There are three types of crashes as follows:
FRONT ON CRASH
This type of crash occurs when the front of a vehicle hits a piece of scenery. The vehicle abruptly stops at the edge of the
scenery and immediately takes D3 automatically penetrating hits.
SIDE OR REAR CRASH
If somehow the side or rear of your vehicle manages to hit a piece of scenery then the vehicle will take one automatically
penetrating hit. However, since this is rare, the driver may take a driving test to avoid the damage. This is done by rolling
under his initiative on a D6. It just does not happen that often, or does it?
CLIPS
Vehicles will often only ‘clip’ a piece of scenery instead of totally crash into it. In these cases where a driver is trying to cut
a corner or two he must take a driving test. If the driver rolls under his initiative on a D6 then he continues to move, takes no
damage to his vehicle. If he rolls equal to or over his initiative he has failed. He has over compensated and crashed into the
scenery and must follow the rules as if he had crashed into.
Ram Damage Summary Table

RUNNING FIGHTERS OVER
One of the most effective ways to take a fighter-on-foot out of action in the Ash Wastes is to simply run them over. This is
not as easy as it sounds, but it is fun nonetheless! If at any point in a vehicle’s movement their path takes them straight over
a fighter-on-foot, friend or foe, then they may have run them over. The fighter-on-foot must take an immediate initiative test
to get out of the way. There are no horns in the Ash Wastes either. If the result is equal to or below the fighter’s initiative
then they have leapt clear, but keep in mind that a ‘6’ will always fail. Immediately move the fighter to the left or right of the
vehicle at the fighter’s choice and place them pinned. If the test is failed then the fighter-on-foot may have not gotten out of
the way or may have even jump into the path of the vehicle, we may never know, but the fighter-on-foot has been run over.
He will take a single hit at the following strength with no save allowed (and no skills like Dodge can be used either):
- Bike = S3
- Light = S4
- Amroured = S5
- Heavily Armoured = S6
After successfully hitting a fighter and working out the damage he is also then thrown D3” to a random side. Roll a D6. A
result of 1-3 means he is knocked to the vehicle’s right. A result of 4-6 means he is knocked to the vehicle’s left.
Run Over by a Bike: If a fighter-on-foot that is run over by a bike then the bike will also take one automatic penetrating hit
at the strength of the fighter-on-foot’s toughness.
Blinded/Smoke: If a fighter is blinded or in a smoke cloud or other similar effect that blocks LOS out of it or through it then
the fighter’s initiative value is halved, rounding down.

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THE ASH WASTES
RAKING AND SIDESWIPING
Fighters-on-foot can also be victims of vicious rakes and devious sideswipes. If a vehicle passes within 2” of a fighter-onfoot the driver can performer a simple and free quick jog of the steering wheel and knock the fighter sprawling in the ash.
This is done in the same fashion as running fighters-on-foot over except that the strength of the hit will always be 3. Bikes
do not take a hit as it is assumed the driver simply kicks the fighter-on-foot. The fighter-on-foot is also knocked D3” away
from the vehicle since no one in the Ash Wastes is dumb enough to dive for cover under an opponent’s moving vehicle. You
may only attempt one rake/sideswipe in the movement phase and then once in the fast movement phase, if you have one that
is.

RUNNING OVER DOWN FIGHTERS
Fighters-on-foot that are down cannot attempt to get out of the way. The driver angles towards them, feels a slight bump, and
a body rolls somewhere in the dust. A ‘down’ fighter that is run over is automatically taken out-of-action.

VEHICLE ARMOUR
Some vehicles have armour. Those that do have armour tend to be slower, but will also tend to last longer. There are two
type of armoured vehicles. They are armoured and heavily armoured.
ARMOURED VEHICLES
The following special rules apply to armoured vehicles:
Ramming: Armoured vehicles will increase all damage they inflict from ramming by +1.
Save: Armoured vehicle have a 6+ save versus each point of damage inflicted to it due to any reason except shooting attacks
or hand-to-hand combat.
HEAVILY ARMOURED VEHICLES
The following special rules apply to heavily armoured vehicles:
Ramming: Heavily armoured vehicles will increase all damage they inflict from ramming by +2.
Save: Heavily armoured vehicle have a 5+ save versus each point of damage inflicted to it due to any reason except shooting
attacks or hand-to-hand combat.

SHOOTING FROM A VEHICLE
Everyone uses vehicle’s in the Ash Wastes and everyone has a gun or three too. This section covers what happens when you
want to fire your weapons from your vehicle. All fighters on a vehicle may fire any weapons they are carrying just as if they
were moving on foot, with the exception of drivers. This means that if a vehicle moves then your heavy cannot fire his heavy
stubber, unless it is a fixed weapon. Naturally, if a vehicle is for some reason stationary then move or fire weapons can be
fired. It is also important to note that fighters on a vehicle, except the driver, have a 360-degree fire arc.

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‘TO HIT’ MODIFIERS
Being a passenger on a vehicle has its advantages and disadvantages. The following additional shooting modifiers apply
when a fighter shoots from a vehicle. These stack with all other shooting modifiers.
Moving Fast: If the vehicle is moving at ‘fast’ speed then the fighter will incur a ‘-1’ to hit modifier.
Drivers: Drivers shooting from a moving vehicle shoot as normal with pistols and grenades. However, when shooting with
a basic or special weapon they incur an additional ‘-1’ to hit modifier. In addition, a driver may only ever shoot at targets in
the front zone of the vehicle (i.e. the front 90-degree arc). Note: This penalty stacks with the Moving Fast modifier when
applicable.
Bikers: Drivers of bikes may only shoot with pistols or throw grenades. They still have a 360-degree fire arc. This is
because they can quickly turn in the saddle to fire a weapon or shift side to side to shoot at targets as they appear.
Gun Sights: The only gun sight that may be used by a fighter on a moving vehicle is the Red-Dot Laser Sight. And no, the
vehicle does not get a ‘6+’ save to ‘Spot the Dot.’
Overwatch: Fighters on a moving vehicle may not be placed on overwatch.
FIXED WEAPONS
Any ranged weapons may be mounted to any vehicle except a single seat vehicle. When this is done the weapon is then
classified as a Fixed Weapon. Fixed weapons may not be removed from vehicles during a game; however, fixed weapons
may be moved from vehicle to vehicle between games. The following special rules apply to fixed weapons:
Gunners: Fixed weapons may only be used by fighters classified as gunners. This is either a heavy or a fighter with the
‘Gunner’ Crew Skill.
Fire Arc: Fixed weapons may only fire in their designated fire arc. This is the same as the zone of the vehicle that they are
mounted in, front, rear, or either side.
Moving: Fixed weapons that are move-or-fire weapons may be fired while the vehicle is in motion.
Quantity: Each vehicle, except single seaters, may have one fixed weapon on it. This may be a basic, special, or heavy
weapon. Crawlers may have up to one in each vehicle fire arc. The only restriction is that your gang may never field more
than two heavy weapons total, fixed or not.
Cost: Fixed weapons cost the same credits as a regular weapon of the same type. Their cost is added to the cost of the
vehicle though, and not the fighter that uses it.
Equipment: Some equipment may be fitted to weapons. This is not the same for fixed weapons. Most techniques for fixing
weapons to vehicles are not pretty. No gunsights may be fitted to fixed weapons.
Ammunition: Because ammunition on vehicles is treated differently from that of a fighter-on-foot, all weapons that are
fixed have an ammunition check value or 4+ instead of whatever they had before. This is even the case with weapons that
are ‘automatic’ i.e. grenade launchers or that are 2+ i.e. lasguns.
Explosions: Since a fixed weapon is mounted on a vehicle, if they explode due to ammunition check failure then the
strength of the hit is reduced a further –1 for a total of –2.

SHOOTING AT VEHICLES
The ORB handles shooting at moving targets, but in the Ash Wastes things are vastly different. Shooting at fighters-on-foot
is handled in the same fashion as the ORB, but no matter what, the rules for shooting at the closest target still apply.
Remember that most vehicles are easier to hit since they are mostly at a ‘+1’ to hit. This means that you can pass up the
closest target for a more distant, easier target. The prime example is that the Juve screen does not work for vehicles because
the vehicle will most likely have a ‘+1’ to hit it meaning you can pass up the Juve to hit the vehicle, if you so choose.
HITTING VEHICLES
Although there are modifiers for shooting at large targets and fast moving targets in the ORB, those modifiers are ignored
when shooting at vehicles and the following apply in their place:
Large Target: Shooting at a vehicle other then a bike or crawler incurs a ‘+1’ to hit modifier at any range.
Massive Target: Shooting a crawler incurs a ‘+2’ to hit modifier at long range and a ‘+3’ to hit modifier at short range. Can
you hit the broad side of a barn?

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THE ASH WASTES
Fast Speed: If the target vehicle is traveling at fast speed (or a target beast that is galloping), either last turning during the
shooting phase, or has been declared as fast moving (or galloping) this turn for overwatch, then a ‘-1’ to hit modifier is
applied. The modifier for moving 10” or more from the ORB does not apply to vehicles or beasts.
VEHICLES AND COVER
The rules for cover and their applicable to hit modifiers also apply to vehicles and beasts. If a vehicle is partially blocked
from a fighter’s LOS by a piece of terrain then the partial cover to hit modifier applies. However, vehicles and beasts, with
the exception of small beasts, cannot ever hide. They can be out of sight, but not hidden. They are just too big.

DOING DAMAGE TO VEHICLES
After a vehicle has been hit, rammed, or collides with a building, or other scenery, damage is resolved in three steps. They
are: Roll Location, Penetrate Armour, and Apply Damage.
STEP 1: ROLL LOCATION
This step is already completed for rams and collisions, but where does your shot land if you are shooting at a vehicle with
spikes, passengers, armour, and weapons? To establish where your shot actually lands you roll a D6 on the appropriate
Vehicle Chart. In the event that the location is not present on the vehicle (i.e. crew on a bike) then the roll is increased by one
until a location is hit. The Vehicle Charts are included at the end for the Ash Wastes Rules.
STEP 2: PENETRATE ARMOUR
Unlike fighters-on-foot, vehicles have armour that can prevent damage. To penetrate armour you must roll a D6 and add the
strength of your weapon to the hit. If the result is less then the vehicle’s armour value in that location then your shot has
glanced off the vehicle harmlessly. If the result is equal to the armour value in that location then your shot has hit, but not
too well. This is called a ‘Glancing Blow.’ Proceed to the Vehicle Damage Chart and apply a –1 modifier. If the result is
over the armour value in that location then your hit has penetrated the vehicle. Proceed to the Vehicle Damage Charts. The
following are special rules for armour penetration:
Special Weapons: If your weapon is a plasmagun, meltagun or krak grenade then you may re-roll your attempt to penetrate
armour, but only if your initial roll was less then the armour value and you must accept the results of the second roll.
Heavy Weapons: If your weapon is a heavy weapon then you will penetrate armour on a roll that is equal to or greater then
the location armour value. Heavy Weapons will not glance.
High Impact Weapons: Weapons that are high impact will add +1 to the damage chart result if the shot glances or
penetrates.
Multiple Damage: Weapons that inflict one or more wounds per hit (i.e. heavy bolter does D3) will only get one penetration
attempt, but weapons that inflict multiple dice (i.e. lascannon 2D6) will get one attempt per dice per hit. An example is a
heavy bolter that hits rolls one penetration attempt per hit, whereas a lascannon that hits will get two attempts at penetration.
Rams and Collisions: Damage from rams and collisions automatically penetrate armour values and this damage proceed
straight to the vehicle damage charts.
Armoured Vehicles: Armoured vehicles add +1 to the armour values of all locations.
Heavily Armoured Vehicles: Heavily armoured vehicles add +2 to the armour values of all locations.
Template Weapons: Template weapons, other then flamers, that hit a vehicle will inflict D3 hits if roughly centered on the
vehicle. If the vehicle is only partially under the template then one hit will be caused on a D6 result of 4+.

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THE ASH WASTES
Flamer Template: Flame weapons that use the flamer template that hit a vehicle after modification for being used in the
Ash Wastes will not affect the vehicle, but rather will hit each fighter on board on a D6 roll of 6+ for heavily armoured
vehicles, 5+ for armoured vehicles, and 4+ for all other vehicles. Due to the nature of the Ash Wastes Vehicles will not catch
fire.
Lucky Shots: In the event that rolling for penetration does not achieve at least a Glancing Blow and you roll a ‘6’ then you
have actually gotten a ‘Lucky Shot’ on the vehicle. Roll a D3 on the location’s damage chart.
STEP 3: APPLY DAMAGE
Once vehicle armour is penetrated the result rolled on the applicable Vehicle Chart is appled. The following rules also apply:
TERMINOLOGY
The following terms apply in regards to vehicle damage:
Scenery: Terrain that requires the driver to take a driving test.
Spin: The vehicle spins wildly. The vehicle will move D6” straight forward then will spin randomly. Roll a scatter die to
determine which way it will face when it is done spinning. Rotate the vehicle so that the front of the vehicle is facing that
direction. Vehicles that collide with scenery or crashes before completing the compulsory move that involves this spin hit
that obstacle or crash facing that direction. If the scatter die result does not appear to have re-orientated the vehicle facing
simply means the vehicle spun a full 360-degrees.

Diagram 7: Swerve
Swerve: This is identical to ‘Swerving’ in the ram section without a test. Roll a D6. A result of ‘1-3’ swerves the vehicle
45-degrees to the left. A result of ‘4-6’ swerves the vehicle to the right.
Roll: When a vehicle rolls it may do so once or twice or on and on and on before coming to a rest. Even then, the vehicle
may be on a side or its roof when it stops rolling. Roll a D6 on the Vehicle Roll Chart. If additional damage results indicate
that the vehicle moves somehow after it has rolled, then they are ignored since a rolling vehicle the worst thing that can
happen out in the Ash Wastes.
Vehicle Roll Chart
D6 Result
1-2

3-4

5-6

Roll Effect
The vehicle lands back on its wheels/tracks/whatever. The vehicle will take one automatic
penetrating hit on a D6 result of 4+. This is applied to a random location on the vehicle.
The vehicle may move again next turn but is stopped for this turn.
The vehicle lands on its roof. The vehicle will take one automatic penetrating hit on a D6
result of 4+. This is applied to a random location on the vehicle. In addition, the vehicle is
immobilized for the remainder of the game.
The vehicle rolls over-and-over-and-over, flips, and flops. It travels D6” in its current
direction and will take one automatic penetrating hit on a D6 result of 4+. This is applied
immediately to a random location on the vehicle. Roll again on this chart immediately. This
result can be applied over and over again. Any additional damage that results in the vehicle
being immobilized with cause the vehicle to be immobilized after all roll results are applied.

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THE ASH WASTES
DAMAGED VEHICLES
Once a vehicles is damaged it will either continue on, be immobilized, or be crippled. A vehicle that continues on continues
on. Vehicles that are crippled and immobilized have a few special rules as follows:
Immobilized: A vehicle that is immobilized is left in place. All fighters on board may remain on board. The vehicle is no
longer treated like a vehicle, but rather difficult terrain with the exception that a crawler will not destroy it etc. The vehicle
may be targeted but fighters may also be targeted as if they are in hard cover (-2 to hit them). Any fixed weapons may still
be used in their fire arcs. Shots that target the vehicle are treated as if they had no driver or crew and normal location and
penetration rules are used to damage the vehicle further.
Crippled: A vehicle that is crippled is left in place as a wreck. It is considered impassible terrain for fighters-on-foot and
difficult terrain for vehicles with the exception that a crawler will not destroy it etc. All fighters that are not thrown from the
wreck when the crippling hit takes place are placed 1” from the vehicle in a random direction determined by rolling a scatter
die. If the crippling hit brings the vehicle to what can be considered a soft stop then the direction can be chosen instead of
randomly determined. Crippled vehicles take no further part in a game and cannot be targeted any further.

PERMANENT DAMAGE TO VEHICLES
Just as a fighter can be seriously injured, so can vehicles. In actuality, vehicles get shot up, beat up, and driven to death,
sometimes literally. Gangs must pay maintenance on vehicles but sometimes the damage is just too severe and permanent
damage is applied. So, how does a vehicle get permanent damage? Immobilized vehicles have the potential to be
permanently damaged and crippled vehicles must roll on the Vehicle Permanent Damage Table Below.
IMMOBILIZED VEHICLES
Not all vehicles that are immobilized will have permanent damage. Roll a D6 for each of your vehicles that are immobilized
at the end of the game. On a roll of ‘1’ they are considered crippled and must roll on the Vehicle Permanent Damage Chart.
On a roll of ‘2-6’ your gang has successfully gotten off the battlefield with your vehicle and it will be repaired in time for the
next game. However, if your gang bottled out then the chance of your immobilized vehicles being crippled changes ‘1’ to ‘13.’ If the scenario is totally played out and you lost, but did not loose because you bottled out then your immobilized
vehicles will only be crippled on a result of ‘1.’ This is because you did stick out the entire game, you just lost.
CRIPPLED VEHICLES
All vehicles that are crippled at the end of the game or who were immobilized and become crippled at the end of the game
roll once on the Vehicle Permanent Damage Chart.

- 21 -

THE ASH WASTES

D66 Roll
11-13

14-16

21-22

23-24

25-26

31-32

33-34

35-36

41-56
61-63

64-65

66

Vehicle Permanent Damage Chart
Permanent Damage
Destroyed: The vehicle is completely destroyed. Your gang leaves the wreckage behind. If
you did not bottle out then you can assign an eligible fighter to salvage what they can. Instead
of scavenging or doing anything else this post game sequence he will strip 2D6x10 credits
worth of parts from the wreckage. If you did bottle out, the winner can salvage in the same
manner instead.
Wrecked: The vehicle has not been completely destroyed, although it is badly mangled. Roll
a further D3+1 times on the Vehicle Permanent Damage Table. Re-roll any results of
‘Destroyed,’ ‘While We Were At It,’ ‘Fixed,’ or ‘Wrecked.’ Re-roll any duplicate ‘Captured’
results.
Armour Weakened: The armour plates on the vehicle that protect its vital components and
crew are twisted, holed, and buckled or are simply missing. The vehicle’s armour is reduced
by ‘-1’ to all of it locations.
Twisted Chassis: The vehicle’s chassis or frame is bent, mangled, or missing components that
make it almost impossible to control at high speeds. For each turn you wish to make the driver
must first roll a D6. On a result of ‘1’ the turn is not made at all and still reduces your
allotment of turns at that speed. i.e. a result of ‘1’ at high speed means no turns.
Engine Problems: The vehicle’s propulsion system, be it a turbine, motor, or power plant, has
taken serious damage. Each time you wish to change speeds the driver must pass a driving test
by rolling equal to or under their leadership. A failure means you must travel at the same
speed as last turn. This also means you must test to see if you can start a stationary vehicle or
bring a moving vehicle to a stop.
Boneshaker: The suspension system has taken serious damaged in the last fight. The vehicle
bounces around wildly as is travels through the Ash Wastes. While moving, all shooting
attacks made from fighters onboard must apply an additional ‘-1’ to hit modifier.
Annoying Squeak: Some minor problems have resulted in a truly annoying sound. This
sound is heard even over the roar or the ash waste storms when the vehicle is moving. This so
baffles and annoys the driver that he takes all driving tests based on his leadership at a ‘-1.’
Unreliable: The vehicle just has its bad days. Roll a D6 before each game. On a result of ‘1’
the vehicle cannot participate in the game just like a fighter with an old battle wound. If this
result is attained more than once, then roll a D6 for each ‘Unreliable’ results and any results of
‘1’ prevent the vehicle from participating.
Fixed: It looks a lot worse then it truly is. The vehicle just looks like crap, just like every
other vehicle out there.
Captured: The vehicle is towed away by the opposing gang. Captured vehicles may be
exchanged, ransomed or striped for parts. If both gangs possess captured vehicles then they
will be exchanged on a one-for-one basis starting with the most expensive vehicles. Any
captured vehicles remaining after exchanges may be bought back at whatever the players can
agree to. Alternatively, once exchanges are done vehicles may be rescued per the rescue
scenarios, although some modifications may be needed. And lastly, after all of these options
are used up, the capturing gang has two options: keep it or strip it. Keeping it adds the vehicle
to their stash. Stripping a vehicle will place any fixed weapons in the gang’s stash and the
vehicle will net 3D6x10 credits in parts.
Reputation: The knocks, holes, rake marks, and bullet holes mark the vehicle as being owned
by an experienced gang of merciless killers. The effect of this pride is that all friendly fighters
on board get a ‘+1’ to their leadership while on board.
While We Were At It: The gang’s mechanics work the vehicle over after the last battle and
seem to have also fixed some other long-standing fault too. All permanent damage, positive or
negative, is now fixed.

- 22 -

THE ASH WASTES
ASH WASTE HAND-TO-HAND COMBAT
Fighters-on-foot fight in hand-to-hand combats per the rules in the ORB. However, vehicles do not. Unless a vehicle is
immobilized a fighter may not attack a vehicle directly; however, fighters may attempt to leap onto enemy vehicles to engage
their crew, throw out their drivers, and try to loot the vehicle. The rules for boarding actions are as follows:
BOARDING ACTIONS
Jumping On: A fighter may attempt to board a vehicle by declaring he wants to board it during the charge portion of the
movement phase. Fighters may declare a boarding action even if they plan to wait until the vehicle they are on moves first.
In this case, the declared boarders may do nothing that turn and if the vehicle they are on does not get them in range then they
may do nothing else that turn. They do not leave the vehicle either. To complete a boarding action the fighter-on-foot must
be within 1” of the side or rear of the target vehicle and a fighter on a vehicle must be within 2” of the other vehicle when
they attempt to jump on. Once the boarders are within range they must take individual initiative tests. Any fighter that rolls
equal to or under their initiative has successfully boarded and will fight a vehicle hand-to-hand combat. Any fighter that rolls
over their initiative has misjudged the distance, hit the vehicle, and/or bounced off. They will land D3” away from the
vehicle, take a S3 hit (S4 if the target vehicle was moving fast) on a 4+, and is pinned at a minimum. Bikes and single seat
vehicles may be boarded just like other vehicles, although caution is advised as the vehicle will most likely just move out-ofcontrol and become immobilized without a driver.
Vehicle Hand-To-Hand Combat: Once a fighter successfully boards a target vehicle he will fight the crew in the hand-tohand combat phase. As soon as a boarder jumps on a vehicle the vehicle’s owner must assign a crewmember to engage the
boarder. Vehicle hand-to-hand combatants are assigned one-on-one and multiple combats are not possible, there just is not
enough room to maneuver on a vehicle barreling down the ash dunes. The vehicle owner must always pick crewmembers
that are not pinned first. The last fighter to be assigned into hand-to-hand combat is the driver. Vehicular hand-to-hand
combat is more fluid and dynamic then regular hand-to-hand combat and the following modifiers apply:
Charge Modifier: Successful boarders get the ‘+1’ charging bonus in the round that they board.
Fighting Over an Obstacle: The usual ‘-1’ for fighting over an obstacle does not apply to boarding actions. The fighter
jumps over the side and is on the vehicle; hence he needed to board the vehicle in the first place.
Crawlers: Since crawlers are large and generally stable, fighting hand-to-hand on crawlers is not vehicular hand-to-hand
combat. Instead, you must still roll to board a moving crawler, but then hand-to-hand combat is performed as stated in the
ORB.
Losing Vehicular Hand-To-Hand Combat: Vehicular hand-to-hand combat is quicker and more brutal then regular handto-hand combat. The fight is more intense. A fighter that is taken down in a vehicular hand-to-hand combat is not
automatically taken out-of-action. Instead, roll all injuries one at a time. Then, if the fighter is not taken out-of-action by his
injuries he is thrown D6” in a random direction determined by rolling the scatter die from the vehicle, takes an additional S3
hit (S4 if the vehicle is moving fast) on D6 result of 4+, and is pinned at a minimum. This means that a fighter involved in a
vehicular hand-to-hand combat could loose combat, not get injured (or be down), but still get thrown from the vehicle.
Draws/Continuing in Vehicular Hand-To-Hand Combat: In the event that a round of hand-to-hand combat is a draw then
both fighters continue to fighter per the ORB. Additionally, when there are other fighters not assigned in vehicular hand-tohand combat then they may now be assigned as multiple component hand-to-hand combat; however, the driver can never
fight more than one opponent at a time.
Breaking Nerve from Vehicular Hand-to-Hand Combat: A fighter in a vehicular hand-to-hand combat may always elect
to exit hand-to-hand combat after the first round. To do so, they simply jump off the vehicle. Their opponent does not get a
free hit like regular hand-to-hand combats, but they will take a S3 hit (S4 if the vehicle is moving fast) when they hit the
ground. The direction they jump is randomly determined by rolling the scatter die since hand-to-hand combat is a swirling
dervish of death.
Drivers in Vehicular Hand-To-Hand Combat: When a driver is involved in a hand-to-hand combat his vehicle is
considered an out-of-control vehicle, but no other friendly fighter may try to take over driving. Remember that if a driver
looses hand-to-hand combat he is still thrown overboard like any other fighter.
End Result: If at any time there is no friendly fighters on a vehicle as a result of a boarding action then the vehicle will
come to a halt and be stationary for the remainder of the game. It will count as immobilized until a friendly fighter can get to
it and drive it away. If there are no friendly fighters on board at the end of the game and at least one enemy fighter on board
then the vehicle will automatically be captured. Note: During the game the vehicle may not be used by the enemy, not even
to use its fixed weapons unless a scenario specifically allows a captured vehicle to be used by the capturs (see Scenario 5:
The Raid, etc.)
- 23 -

THE ASH WASTES
HIT AND RUN ATTACKS
A bike driver can make a hand-to-hand attack against a fighter-on-foot as they pass them during the movement phase. This is
a special attack and is called a Hit and Run. This is different from trying to run a fighter-on-foot over as described elsewhere
in these rules. The hit and run is worked out when the bike passes within base-to-base contact of the target fighter-on-foot.
Each fighter rolls only a single attack die, no matter how many attacks, skills, or equipment modifiers either fighter has.
Neither fighter may parry as the attack happens in the split second the bike passes by. The bike driver gets a ‘+1’ for
charging and wins in the event of a draw. Damage is done as normal and applied immediately. If the bike driver is still able
he can complete his movement. Performing a Hit and Run prevents the bike driver from shooting this turn. Additionally, a
bike driver may only perform one Hit and Run per turn.
ATTACKING VEHICLES IN CLOSE COMBAT
The only way to attack a vehicle in close combat without a special skill or scenario event is when they are stationary.
Stationary Vehicles: Stationary vehicles include any vehicle that did not move at all in its last movement phase, driverless
vehicles, and immobilized vehicles. Stationary vehicles may be shot at point blank range or hit with close combat weapons.
Vehicles that moved at all last turn may not be attacked as stationary vehicles because they are not stationary. Treat
stationary vehicles as terrain and scenery. Close combat against a stationary vehicle is worked out like a fighter-on-foot to
fighter-on-foot close combat and not a boarding action. If the vehicle then moves the hand-to-hand combat changes into a
vehicular hand-to-hand combat. Fighters do not need to pass an initiative test to get on a stationary vehicle, they simple walk
right on board. A stationary vehicle may be attacked in close combat or shot at long range. If a fighter declares a charge
against a vehicle there are two options: point blank shooting and hand-to-hand combat. In both cases it is impossible to target
the driver and crew locations as they fight back.
Point Blank Shooting: This is conducted in the shooting phase, applies only to shots at stationary vehicles, and applies only
to fighters that did not move over their base movement this turn. There is no need to roll to hit, you simply hit. In addition,
you may hit any location you want that you can draw LOS to. Although you hit wherever you want to, you must still roll to
penetrate and damage the vehicle as normal.
Hand-to-Hand Combat: A fighter that declares a charge against a stationary vehicle may charge any location that he can
feasible get to with his charge movement. Roll to penetrate for each attack the fighter would normally get in hand-to-hand
combat. This means you can double your attacks with berserker charge or add one attack for second close combat weapons
or add attacks etc. The only modifier that does not apply is the +1 for being a vehicle’s second or more combatant. Again,
hits are automatic but you must roll for penetration and damage as normal.

EXPERIENCE FROM USING VEHICLES
Since life in the Ash Wastes revolves around vehicles as well as scavenging and fighting, the following are special cases
where experience is awarded that involve vehicles. They apply no matter the scenario played and are generally more
expansive then the experience awards in scenarios. Where a scenario and these combine, say by running over a fighter-onfoot and Wounding Hit experience the intent is to give one +5 award, not 2 (aka +5 and +5), so please do not use these as a
way to uber up the experience unfairly.
DRIVING
Since driving is a tough job the following are awards pertaining to driving a vehicle:
Successful Test: If you are the driver of a vehicle and you are required to take driving test, except for those due to difficult
terrain and you pass it then you will receive +1 experience. You can get this award multiple times in a game, but never more
than once per your turn. These tests are typically taken against your leadership, initiative, or strength. This also includes
successful test because a vehicle has permanent damage.
Tailing/Racing: If you are the driver of a vehicle and you successfully initiate a tail or race then you will earn +1
experience.
Ram: If you are the driver of a vehicle that initiates a ram and are successful in impacting the target vehicle then you will
earn +5 experience points for penetrating the target vehicle’s armour. No matter how much the ram damages the target
vehicle you will only earn +5 experience points.
Run Down: If you are the driver of a vehicle and successfully injure a fighter-on-foot (except if they were already down) by
running them over you will earn +5 experience points.

- 24 -

THE ASH WASTES
SHOOTING
The following are experience awards pertaining to vehicle and shooting:
Penetrating Hit: If your shot penetrates a vehicle’s armour then you are awarded +5 experience points. Further injuries as a
result of your shot do not get you any more experience. An example is that if you hit a vehicle and the fuel explodes then
four crewmembers are taken down or out-of-action you would still only receive +5 experience total for the shot.
Immobilized Vehicle: If your shot ends up immobilizing a vehicle, either by the result on the damage tables or by the driver
messing up and ending up immobilizing his vehicle you will receive an additional +2 experience points. This means that if
you shoot a vehicle and then end up immobilizing it you would receive +5 for penetrating the armour and +2 for
immobilizing it for a total of +7 experience for the shot.
Crippled Vehicle: If your shot ends up crippling a vehicle, either by the result on the damage tables or by the driver messing
up and ending up crippled you will receive an additional +3 experience points. This means that if you shoot a vehicle and
then end up crippling it you would receive +5 for penetrating the armour and +3 for crippling it for a total of +8 experience
for the shot.

ASH WASTE ARMOURY
The Ash Wastes are not a nice place to live. The environment is harsh on everything, from the men, women, and children
who call it home to the buildings and structures, to the machines and beasts too. Very few things are spared from the forces
of the environment. Weapons and equipment are no exception.
Revised Ammunition Checks: The Ash Wastes makes all weapons harder to maintain. Parts can become scarce really
quickly out in the shantytowns and scattered way stations. To represent this all weapons in the Ash Wastes have revised
ammunition checks as follows:

Ash Waste Ammo Check Chart
ORB
One-in-a-million
2+
3+
4+
5+
6+
Auto

Ash Wastes
2+
3+
4+
5+
6+
6+
Auto

House Weapons Lists: All house weapons lists do not apply in the Ash Wastes. The trading is not regulated by individual
houses unless a gang’s specific rules state that they are. When a gang is recruited in the Ash Wastes they will have access to
all common weapons unless their gang rules state otherwise.
Fixed Weapon Ammunition Checks: See the vehicle rules.
Flamer Weapons: All flame weapons are useable in the Ash Wastes. However, they are not as predicable as in the hive.
After you place your flame template leave it on the board. Roll the scatter die and rotate the flame template to point that
direction. The rotation is taken from the point on the base of the model that you placed it. As an example, if the rotation
places the template behind your model, rotate it from the front of your model. This means that you have hit the firing model
as well. This represents the constant shifting wind currents in the ash wastes. Roll to wound any fighters hit by the initial
placement of the template and then all those that the flames sweep over. All fighters, no matter when in the template or
during what part of its placement will only be hit on a D6 roll of 4+. This does not apply if a flame weapon is used in a
building with four distinct walls or in a structure that is determined (prior to the start of the game) to shelter fighters from the
environment. Some examples are forts, shelters, buildings etc.
Lasgun and Autogun: Since weapons are not as refined in the Ash Wastes and technology is not usually up-kept to the
standards as the Underhive, the Autogun and Lasgun are different in the Ash Wastes. Lasguns do not have a ‘-1’ armour
penetration in their profiles and Autoguns do. This is representative of the fact that most gangs will make their own shells for
autoguns and do not really have the ability to fine-tune the optics of a lasgun due to the constant degradation the Ash Wastes
causes them.
Multiple Wounds Versus Beasts: Since ash beasts of all sizes are resilient, the damage from weapons that cause more then
1 wound (i.e. D3 etc.) only do 1 wound per dice versus beasts no matter what they do otherwise. This means the 2D6 for a
lascannon will be reduced to 2 wounds.

- 25 -

THE ASH WASTES
In-Hive: The general rule of thumb is that if you take your gang into the Ash Wastes they will not be allowed back into the
hive. If your arbitrator allows you to take your Ash Wastes gang in hive and play games then ammunition check rules and
Ash Waste Armoury rules do not apply. The Ash Waste Armoury rules apply in the Ash Wastes Only.
Primitive Weapons: The denizens of the Ash Wastes all know how to use Primitive Weapons. If you want, you may also
purchase and use Primitive Weapons on any of your gang fighters.

NEW WEAPONS
The Ash Wastes are home to a lot of new weaponry. Some is straight out of looted caravans heading to the spires, some are
modifications for use in the harsh environment of the Ash Wastes, and others are brutal creations made up on the fly that
never seem to go away. Weapons with an ammo check listed here do not modify their ammunition check values as these are
Ash Waste weapons. The following are Ash Waste weapons:
DOUBLE BLADE KNIFE (COMMON)
A common hand-to-hand weapon among Ash Wastes Nomads and other Outhivers is the Double Bladed Knife. This ritual
weapon was traditionally carried by members of House Catallus, but its use has become symbolic of the Ash Wastes
Nomad’s struggle. Although only a knife it allows the fighter to parry as if it was a sword.
Range
Strength
Damage Save Mod
Cost
Close Combat
As User
1
S Based
15 credits
Special:

Parry

GLAIVE (COMMON)
The Glaive is a large, two-handed weapon that is usually used by mounted fighters. It is cumbersome, but deadly in the
proper hands.
Range
Strength
Damage Save Mod
Cost
Close Combat
As User +1
1
S Based
30 credits
Special:

Two-Handed, if you wound at least once then you may roll one extra chance to wound

SPEAR (COMMON)
The spear is a primitive weapon that Ash Waste Denizens have learned to fashion for almost anything out there that they can
get their hands on.
Range
Strength
Damage Save Mod
Cost
Close Combat
As User
1
S Based
15 credits
Special:

May be thrown once per game (Range 0-8) If this is done then it may no longer be used in HTH.

SAWED-OFF SHOTGUN (COMMON)
This is just what it sounds like. Ash Waste Denizens typically cut off the long barrels of shotguns for use on vehicles.
Type
Pistol

Special: Uses standard shotgun rounds but cannot use Bolt rounds. All ranges are per this profile. Drivers and Bike Riders
can use this weapon without the –1 penalty. This pistol may not be used in HTH.
COMBAT SHOTGUN (RARE 40+3D6)
The Combat Shotgun is a military version of the standard shotgun. It has better parts and jams less often. Out in the Ash
Wastes this is a plus. In addition, the Combat Shotgun is the only type of shotgun capable of using special, or rather,
modified rounds called Executioner Shells.
Type
Basic

Range
To Hit
Short Long
Short Long
--- By Shell ---

Strength
--- By Shell ---

Dam

Save
Mod

Ammo Cost
60 credits

Special: Knockback, Can use Executioner Shells, All ammunition checks are 1 point better.

- 26 -

THE ASH WASTES
CROSSBOW (COMMON)
The crossbow is a mechanical bow that fires a sharp tipped something or other. Ash Waste Denizens will use almost
anything relatively straight in a crossbow.
Range
To Hit
Save
Type
Short Long
Short Long
Strength
Dam
Mod
Ammo Cost
Primitive 0-12
12-18
-1
4
1
4+
20 credits
Special:

Knockback, Silent, Reload: It takes one turn to reload the Crossbow. No shooting may be done the next
turn with any other weapons while the crossbow is being reloaded and the fighter must be able to act next
turn as well.

ASSAULT GUN (RARE 70+3D6))
Some gangs have access to the Assault Gun. On the outside it looks like simply an autogun or bolt gun with extra
ammunition drum and an extra handle, but inside the weapon is complex and has an increased rate of fire. This weapon is
usually used to sweep and fill small rooms and vehicle compartments with lots of lead and rounds in short bursts.
Range
Type
Short Long
Special 0-12
12-18
Special:

To Hit
Short Long
-1

Strength
3

Dam
1

Save
Mod
-

Ammo Cost
5+
70+3D6 credits

Must always use 1 SF, no gunsights

LONG RIFLE (RARE 40+2D6)
This is the weapon of choice for Ash Waste Nomads and any Ash Waste Denizen looking to pick off a lone driver at long
range and scavenge the vehicle.
Range
Type
Short Long
Special 0-12
12-48
Special:

To Hit
Short Long
-1
+1

Strength
4

Dam
1

Move or Fire

- 27 -

Save
Mod
-1

Ammo Cost
5+
40+2D6 credits

THE ASH WASTES
ROCKET LAUNCHER (COMMON)
The Rocket Launcher is rough, dirty, and generally unsafe version of the Missile Launcher from the ORB. The only
difference is that you must purchase Rockets instead of Missiles to use in it.
Range
Type
Short Long
Heavy 0-20
20-48
Krak Rockets
Frag Rockets

NEW EQUIPMENT
The Ash Wastes is extremely hostile to its denizens. Combat is brutal and quick. Vehicles and beasts run long distances via
caravanning. The denizens of the Ash Wastes have created a few new items for use in the Ash Wastes. Each is outlined
below.
BEAST TETHER (COMMON 15 credits)
Beasts tend to wander and do what they want. When they are ridden by a fighter then the are somewhat under control or dare
we say, tamed? Even the best mounts will revert to their natural instincts when they are not ridden, so denizens of the Ash
Wastes use Beast Tethers to control their beasts. Beasts with a Beast Tether will not wander when the rider voluntarily
dismounts. The fighter dismounts and quickly uses the Beast Tether’s rocket dart to sink it into the Ash Wastes and prevents
the beast from wandering from the spot. This does not count as an action, can be done any number of times the rider
voluntarily dismounts in a game, and can never be used as a weapon.
BIONIC HAND (RARE 50+3D6 credits)
The Bionic Hand is a just what is sounds like. The Bionic Hand is a cheaper relative to the Bionic Arm, but it is not as
invasive as replacing the entire arm. The Bionic Hand has the following special rules:
One User: Once equipped on a fighter this item may not be switched to another fighter.
Replacement: A fighter that equips a Bionic Hand to a hand that has suffered a Hand Injury (or more than one hand injury to
that hand) will cancel out the injury effects. Bionic Hands are not part of the Bionic Arm but may be used in conjunction
with a Bionic Arm.
Grab: A fighter equipped with a Bionic Hand will subtract one from the Initiative result to avoid falling due to the extra grip
that the Bionic Hand gives its user. Multiple Bionic Hands do not stack.
Further Injury: If a fighter equipped with a Bionic Hand suffers further ‘Hand Injury’ results to the hand that has been fitted
with a Bionic Hand then roll the appropriate number of fingers lost. Lost fingers may be replaced at a cost of 10 credits each
and can be done in any post game sequence.
BIONIC IMPLANT (RARE 100+4D6 credits)
The Bionic Implant is a mechanical device implanted into a fighter to cancel out any injury not covers by another piece of
bionics. The Bionic Implant has the following special rules:
One User: Once equipped on a fighter this item may not be switched to another fighter.
Replacement: A fighter that equips a Bionic Implant will cancel out any injury effects not covered by another piece of
bionics.
Further Injury: If a fighter equipped with a Bionic Implant suffers a further injury of the same type that it replaced will
destroy the implant and the injury will then take effect once more.

The following Special Rules apply to Cyber-Mastiffs:
Handler: Once purchased a Cyber-Mastiff must be assigned to any gang fighter but Juve types. The Cyber-Mastiff must
stay with in 18” of the Handler at all times. If the Handler is taken ‘down’ or ‘out-of-action’ then the Cyber-Mastiff must
remain within 18” of his body, but may otherwise continue to move and fight normally.
Follower: The Cyber-Mastiff is a follower and is a piece of equipment. If the Handler participates in game so does the
Cyber-Mastiff at no additional cost to number of fighters in a scenario as it is a piece of equipment. As a follower the CyberMastiff does not count for nearest fighter to escape pinning or for testing nerve if it goes out of action near a friendly fight
etc.
Injury: The Cyber-Mastiff ignores ‘flesh wound’ results. Treat a roll of 1 as having no effect.
Experience: The Cyber-Mastiff is a piece of equipment and will not gain any experience.
Skills: The Cyber-Mastiff has Dodge plus one of the following (roll a d6): 1-3 Leap and 4-6 Sprint.
Ladders: A Cyber-Mastiff can go up or down ladders (or items following the rules of ladders) by itself; however, the CyberMastiff pays double the distance moved.
Out-of-Action: If a Cyber-Mastiff goes out of action then roll a d6. On a 1-3 the Cyber-Mastiff has sustained too much
damage and is reduced to slag and is removed from the gang roster. On a 4-6 the Cyber-Mastiff recovers fine and will be
ready for the next battle.
Psychology: Cyber-Mastiffs do not need to test for nerve and are automatically assumed to pass all leadership tests they are
required to take. The Cyber-Mastiff is a machine after all.
FLASH SUPPRESSOR (RARE 20+2D6 credits)
A Flash Suppressor works like a silencer for an Autogun and follows all the rules for silencers.

- 29 -

THE ASH WASTES
The rushing wind raised to a howl and caused the ash dust to rain against the rock hard industrial waste throughout the
canyon. As the light filtered down through the chemical cloud cover above a purple hue was cast on everything. As the
inevitable ash storm prepared to whip through, a lone figure nestled into a crevice high upon the canyon wall. Pulling a
telescope from his hooded long coat the man peered down at the shanty town on the canyon floor below.
About four dozen shacks, with no apparent forethought, huddled within a seven meter tall make shift wall. Everything
within the settlement was a patchwork of salvaged industrial wastes. Girders, sheet metal, old vehicle parts, or whatever
the particular occupants could manage to find and thrown together for shelter. It didn’t matter if the hovel was used for
as a personal residence or a gambling den it all looked the same.
The man lowered the telescope then glanced up at the wall of the massive hive. It continued up well beyond his field of
view. It was not the wall that he was interested in. From somewhere within the toxic clouds lights began to flicker on
causing not only a slight increase in the light level, but a shift in the shadows below. Beneath his respirator a grin
formed. It was only a matter of time, and he had survived his entire life out here.
At twenty three he was a seasoned veteran. Since childhood he had known how to change the filter and adjust his
respirator. From adolescence he could read the shifting ash dunes and blowing toxins in the winds. Once he was allowed
to join the band of nomads he quickly learned how to navigate between the hives. Even so he was better than most. He
was a scout for his band. Entrusted to recon routes, gather information, and to report back anything of interest. It was
the later that brought him to edge of this cliff on the eve of the biggest ash storm he had seen in many seasons.
A bolt of electricity cracked the sky between the hive and cavern wall having been grounded from somewhere in the
eighteen kilometer skyline above. Raising the telescope back to his eye the nomad noticed that the activity level had
increased dramatically within the shanty town. Some tried to board up their flimsy shelters while others sought entry into
under ground bunkers, handing a few coins in barter to the owners. People were running everywhere. But there was a
group of men walking around a rather large shack right against the hive wall. They neither looked scared nor rushed.
This is what he was watching for.
Ten men had formed a semi-circle perimeter in front of the building, small arms at the ready. As the wind picked up the
nomad barely detected the roar of a very large engine coming to life. He watched the makeshift building behind the men
as it imploded. Out of the newly formed pile of scrap a large vehicle began to move. In pairs the men moved from their
perimeter and climbed aboard a slowly moving crawler as it emerged from its self inflicted shroud.
It didn’t move all that fast, but it was mammoth. It was twice the height of the shanty town’s defenses and weapon
stations covered its armored shell. As it lumbered towards the gate it became obvious that unless someone opened up the
gates it was going to just plow on through them. Faint alarms could now be heard and several figures changed their
course to move to the gates. As the behemoth reached the gateway the pair of doors began to swing outwards barely
keeping pace. Without any noticeable hesitation the crawler squeezed through the gates. When it cleared the gates the
gatekeepers did not waste any time and closed the gates behind it.
The sheer mass of the vehicle caused the ground to tremor slightly as it rolled beneath the nomad. He no longer needed
his telescope and tucked it back into its pocket inside his long coat. Shifting his weight he turned to watch the crawler
slowly disappear. Once out of sight the lone figure climbed back up over the edge of canyon wall. Jumping into a waiting
buggy he quickly gunned the engine and raced out into the wastes. His fellow nomads would be very interested to learn
about this.

- 30 -

THE ASH WASTES
ASH WASTE SKILLS
All the skills as described in the ORB still apply in the Ash Wastes. In addition to these skills the denizens of the Ash Wastes
have adapted to an alternative lifestyle to their brothers and sisters in the Underhive. The Ash Wastes revolves around
vehicles, beasts, and the imposing hostile environment that is the Ash Wastes.
NEW SKILLS
The following are new skills list and who can take them. These skill lists can be used instead of your fighter’s normal skill
lists unless they already have access to them. In order to use one or more of these lists you must give up access to one of
your normal skill lists. Lists are traded on a one-to-one basis. If you roll 2 or 12 and can choose any skill list you may
choose one of these lists. As an example, if you give up combat and shooting on a Van Saar you could pick up Crew and
Boarding. The following are qualifications for the new skill lists:
-

Ash Waste Skills: The Ash Wastes are a harsh reality and its denizens are even hardier. Any fighter may take Ash Waste
Skills. This class of skills may be rolled on when you gain a ‘skill’ advance and follows all rules for ‘skill’ advances in
Necromunda ORB. When you select this skill category roll a D6:
1. Headlong Leap: When this fighter gets into hand-to-hand combat on vehicles he is overwhelmed with ‘road rage.’ The
fighter gains +1 to his initiative when attempting to board enemy vehicles and may choose who he fights if he successfully
boards, even the driver.
2. Gotcha: A fighter with this skill may leap from a moving vehicle onto an opponent that is on foot. The fighter may leap at
any point in the vehicle’s movement at any enemy that is within 2” of the vehicle. The fighter does not take any damage
from the leap and the opponent takes a single hit at the fighter toughness. If the opponent survives then the two models are
locked into hand-to-hand combat and the leaper counts as charging in the first round.
3. Play Chicken: If a vehicle attempts to run over, swipe, or rake a fighter with this skill the fighter will instead stand his
ground as the vehicle closes in and points a gun while grinning widely. If the fighter manages to jump out of the way he may
then take a free shooting attack at the vehicle. The shot is made immediately as the fighter dives away. He is still pinned but
the shot is taken with all modifiers as normal.
4. Looter: A fighter with this skill is especially good at scavenging the battlefield. If the fighter did not go ‘out-of-action’
then he takes D3X5 credits worth of valuables from the battlefield. These credits are profit and added directly to your stash
and does not count as a post game action or the fighter.
5. Play Dead: If a fighter with this skill is wounded and goes ‘down’ but not ‘out-of-action’ they may not be attacked by
enemy fighters because he makes such a good job of looking like they are ‘out-of-action.’ If a fighter with this skill is
actually taken ‘out-of-action’ then this skill has no effect since you are instead removed from play
6. Tough as Steel: A fighter that is Tough as Steel is harder to wound. The fighter subtracts one from the strength of all
attacks that attempt to wound him.

- 31 -

THE ASH WASTES
Boarding Skills: Battles in the ash waste mostly involve vehicles. The base concept is you need to take over your
opponent’s vehicles. How do you do this? By boarding, of course! Any fighters except designated drivers/riders and those
classified as ‘heavies’ may take Boarding Skills. This class of skills may be rolled on when you gain a ‘skill’ advance and
follows all rules for ‘skill’ advances in Necromunda ORB. When you select this skill category roll a D6:
1. Iron Grip: This fighter is adept at grabbing onto a vehicle, even when being madly bounced about. If the fighter fails his
initiative test when boarding an enemy vehicle he may re-roll it. No matter the result, the second die result stands.
2. Follow Me!: The fighter’s daring feats serve as a great example to his fellow gangers who will copy his effective boarding
style. If the fighter successfully boards an enemy vehicle then any other friendly fighters have a -1 modifier to their initiative
roll to board that vehicle while the fighter is on board.
3. Cling On: Despite the enemy’s best efforts, it is very difficult to throw this fighter off a vehicle. If the fighter is forced off
a vehicle for loosing a combat instead roll a D6. If the score is less than or equal to the fighter’s strength he hangs on and is
not thrown overboard. If the result is over his strength he is thrown off as normal.
4. Surprise Leap: The fighter is an expert at jumping onto a vehicle that tries to run him over. If the fighter successfully
dodges a vehicle that is about to run him over he has instead jumped onto the vehicle and counts as charging. If he does not
dodge then he follows the normal rules for being run over.
5. Counter-Punch: Good timing is the key to repelling enemy boarders and this fighter has the knack for doing just that by
throwing a punch at just the right time. If the fighter fights an enemy boarder on the first turn they board he gains a +1 to his
WS.
6. Grapple: The fighter is so dedicated to the gang that he will willingly throw himself off a moving vehicle and try to take as
many enemy fighters with him as he can. At the start of any hand-to-hand combat on a vehicle the fighter may attempt to
drag his opponent(s) off the vehicle. The fighter automatically falls off as if he’d lost a round of hand-to-hand combat. His
opponent(s) must roll less than their strength(s) on a D6 or they are dragged off with the fighter. All fighters fall D3” in
random directions (roll a scatter die for each fighter, not all at once) and take a strength 3 hit on a D6 result of 4+.

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THE ASH WASTES
Crew Skills: Any fighter classified as a ‘ganger,’ ‘heavy,’ or ‘juve’ can take Crew Skills. This class of skills may be rolled
on when you gain a ‘skill’ advance and follows all rules for ‘skill’ advances in Necromunda ORB. When you select this skill
category roll a D6:
1. Tinkerer: When this skill is rolled up the model immediately creates a free piece of vehicle equipment. The cost of the
equipment is still added to the cost of the vehicle. From now on after each game that this fighter does not go out-of-action
and does not scavenge or work a territory or do any thing else you may nominate one piece of equipment. Roll a D6. On a
result of ‘6’ he has created it. It still adds its cost to a vehicle. In addition, the fighter gains D6 experience. Items created
this way may not be sold due to the jury-rigging nature of a tinkered item.
2. Wrecker: A fighter with this skill can attempt to grab onto an enemy vehicle and slide underneath it to sabotage it. If the
fighter successfully boards another vehicle he does not have to fight a crewmember, but instead in each hand-to-hand phase
he may attack one location, just as if there were no crew on board. Fighters on the target vehicle cannot attack the Wrecker
but each time the vehicle turns he must roll equal to or under his strength on a D6. If he fails he falls and is placed 2” behind
the vehicle. He takes a ST 3 hit. Work out injury as normal.
3. Back Seat Driver: This fighter is very good at suggesting courses of action to the driver of a vehicle. If the fighter is in a
vehicle, but not driving, the vehicle’s driver must use the fighter’s leadership instead of his own on any driving test he has to
make.
4. Gunner: This fighter may now fire fixed weapons, even if they cannot normally fire these weapons on their own except
for heavy weapons. You may have as many gunners in your gang as you want but you are still limited to 1 fixed weapon per
vehicle. If a ‘heavy’ rolls this skill then they can pick any skill on this skill list.
5. Mechanic: A fighter with this skill can fix damage to vehicles between games. To do this the gang spends D6x10 credits.
Once the credits are paid you roll a D6. On a result of ‘1-2’ the repairs are ineffectual and the credits are lost. On a result of
3+ you have fixed one permanent damage result of your choice. Alternatively you may assign the mechanic to maintain one
of your gang’s vehicles during the post game sequence. He may only do this if he did not go ‘out-of-action’ in the last game
and may not do anything else this post-game sequence as well. A mechanic used this way counts as having paid one
vehicle’s maintenance costs. The mechanic will also fix any temporary maintenance related damage as well.
6. Dead Eye: When a fighter with this skill shoots vehicle and hits it then roll a D6 prior to determining the location hit. On a
result of 1-3 nothing special happens and you continue with location selection, penetration, and damage as normal. On a
result of 4+ you may instead select the location you hit. Roll for penetration with a +1 modifier and apply damage as normal.
Driving Skills: Any fighter that is designated as a driver can take Driving Skills. This class of skills may be rolled on when
you gain a ‘skill’ advance and follows all rules for ‘skill’ advances in Necromunda ORB. When you select this skill category
roll a D6:
1. Shadow: The driver is especially skilled in the art of tailing and racing other vehicles. The driver may re-roll any
leadership tests he has to take while tailing or racing another vehicle. Whatever the result of the second leadership test it
stands.
2. Get Away Driver: The driver is well practice in loosing following vehicles. The driver dodges and weaves through the ash
wastes and aims for obstacles to shake tailing and racing vehicles. The chasing driver must pass a leadership check at the
start of your turn. If the test fails then you have shaken them off and they are no longer tailing or racing you.
3. Stunt Driver: The driver has lots of experience with out-of-control vehicles. If the vehicle is required to spin for any
reason then the driver can re-roll the scatter die. The die cannot be re-rolled more than once per phase and the second result
always stands. If the vehicle swerves then the driver may pick which way the vehicle turns.
4. Emergency Stop: If compulsory movement makes the driver’s vehicle crash into scenery or collide with another vehicle
then the driver may choose to make an emergency stop. Before working out the effects of the crash or collision the driver
takes a leadership test. If the test is passed the vehicle stops just short of the obstacle and no damage occurs but each fighter
besides the driver must roll equal to or under their strength on a D6 to remain on the vehicle. If a fighter fails then he is
thrown D6 inches in the direction of travel and will take a strength 3 hit on a D6 result of 4+. If the driver fails the leadership
test the crash or collision is worked out as normal.
5. Skid Turn: A driver with this skill may make one additional turn of up to 90 degrees per turn (not phase). A driver of a
bike may make up to a 180-degree turn. Roll a D6. On a result of 1-3 the vehicle instead goes out-of-control and moves D6
inches in a random direction. Roll the scatter die to determine the random direction. The vehicle will then spin at the end of
the movement. On a result of 4+ the skid turn is successful. The vehicle may continue to finish its move after a skid turn,
even if it was unsuccessful.
- 33 -

THE ASH WASTES
6. Jink: The driver moves his vehicle sporadically, never being in one spot too long. Shooting attacks against the driver’s
vehicle suffer an additional –1 to hit it. In addition, if the vehicle is going at ‘fast’ speed the driver gets a special save against
all successful hits. Any successful hit can be ‘jinked’ on a D6 roll equal to or under the driver’s initiative.

Riding Skills: Any fighter that is designated as a rider can take riding Skills. This class of skills may be rolled on when you
gain a ‘skill’ advance and follows all rules for ‘skill’ advances in Necromunda ORB. When you select this skill category roll
a D6:
1. Master Rider: The rider and his steed act with a single mind, dodging enemy fire and leaping into the fray with fluid grace.
A fighter with this skill may re-roll any tests against Initiative, including dodging rams, attacking vehicles, etc. The second
roll always stands.
2. Expert Aim: The rider is highly adept at firing whilst on the move and can pick off targets even from the back of a
galloping beast. The fighter does not suffer the normal -1 to hit when shooting from a running beast.
3. Sweeping Blow: Fighting from the back of a beast gives a warrior a distinct advantage, which the fighter exploits to the
fullest. When the mounted fighter fights against a fighter-on-foot he adds +1 to his combat score in addition to any other
modifiers.
4. Pounce: The fighter has developed a unique style of attacking vehicles. Bunching its muscles, the fighter’s beast leaps
high into the air and lands right in the middle of an enemy vehicle, clawing, kicking, and biting. The fighter may board an
enemy vehicle to attack it following the same rules as a fighter-on-foot can.
5. Riding Evade: The fighter is an expert at ducking behind his mount’s thick hide to avoid being shot. This fighter gains a
further +1 to his armour save when mounted, but only against shooting attacks. This bonus does not apply in hand-to-hand
combat.
6. Hit and Run: The fighter is adept at charging into combat, striking the enemy, and then riding on before his opponent can
fight back. The fighter can make sideswipe attacks at enemies he passes within 2” during his movement. This is handled in
exactly the same way as vehicle sideswipes, so the target can dodge the blow by testing against their initiative and will suffer
a strength 3 hit if they fail. The fighter may do this during normal movement or while running but not during a declared
charge.

- 34 -

THE ASH WASTES
ASH WASTE VEHICLE DESIGN
The Ash Wastes of Necromunda are vast. They cover what is left of the surface of Necromunda outside and between the
great spires. Rules for vehicle movement are outline earlier, but the following are the rules for creating an Ash Waste
Vehicle. There are multiple types of vehicles that the denizens of the Ash Wastes use, but here are the rules for buying
Vehicles for your gangs.
VEHICLE DESIGN
There are three steps to designing your vehicle for use in the Ash Wastes. They are Transport Capacity, Vehicle Type and
Armour, and of course, Cost.
VD STEP 1: TRANSPORT CAPACITY
This is the easiest step. Your choices are either single seat or transport. A single seat is a typically a bike or quad. A
transport is all others and can carry as many fighters as it physically can in a reasonable fashion. There are no strict
guidelines like 10 troops in a chimera or as many as you can fit with an orky style battlewagon, just be reasonable and model
it accordingly.
VD STEP 2: VEHICLE TYPE AND ARMOUR
In this step you must determine if your vehicle will be a crawler, skimmer, tracked, walker, or wheeled and what type of
armour it will have. Sounds simple enough, but again, you must model it appropriately. Certain vehicles can only have
certain types of motivation. For armour your choices are none, armoured, and heavily armoured. Keep in mind that if you
choose a crawler they are all automatically heavily armoured. Consult the Vehicle Motivation and Armour Table below.
Vehicle Motivation Type and Armour Table

THE ASH WASTES
VEHICLE MAINTENANCE
All vehicles in the Ash Wastes take a beating. To represent this find your Vehicle Type and Motivation Type in the chart
below then add your Armour Type. This is the vehicle’s maintenance cost after each battle that the vehicle is used in. If you
do not pay this cost then you must roll once on the ‘Un-Maintained Vehicle Chart’ below. These penalties are cumulative
and will all be removed once you pay maintenance again.

As an example if your gang had a Heavily Armoured Tracked Transport its maintenance cost would be 9+8 = 17 credits per
post game sequence. 9 of this is from being a tracked transport and the +8 is for being heavily armoured.
Roll
1

2

3

4

5

6

‘Un-Maintained Vehicle Chart
Temporary Penalty
Finicky: Roll a D6 before each battle that you intend to use this vehicle. On a result of ‘1’
the vehicle cannot be used. Multiple finicky results mean you roll a D6 for each one like
multiple ‘Old Battle Wounds.’
Holes: You have not repaired the battle scars from the last battle. All of this vehicle's
locations reduce their armor values by -1. Multiple Holes results are cumulative to a
maximum of -3.
Stuck Engine: Each time you want to change speeds the driver must first pass a leadership
test. If the test is failed then the vehicle must move at the same speed as it did last turn.
Multiple Stuck Engine results after the first add a +1 to the Leadership test result to a
maximum of +3.
Damaged Controls: The driver must roll a D6 after declaring that the vehicle is making a
turn. On a result of ‘1’ the turn cannot be made. Multiple Damaged Controls results will
increase the D6 result by 1 to a maximum of ‘1-3.’
Damaged Suspension: All shooting attacks made from the vehicle if it is moving, even at
slow speed, are made at a -1. Multiple Damaged Suspensions increase this negative
modifier to a maximum of -3.
Strange Noises: The vehicle is making strange noises that are distracting to the driver. All
leadership tests taking by the driver that pertain to driving the vehicle at taken with a +1
modifier. Multiple strange noises stack to a maximum of +3.

- 36 -

THE ASH WASTES
It was the center of his entire world and he hated it. A vein of some strange metallic ore twisted into a mockery of a long
extinct tree. The “Killer Angels” had first been attracted to it because they thought it was something to be salvaged, but
even back then it mocked him. There was nothing that could cut it, and he had tried. Saw blades, cutting torches, even
demo charges. Not even a scratch. Then it became a symbol of their band’s strength and resistance to the elements of
Necromunda.
Once Halleck had discovered the ruins of that crashed drop ship his fate was forever tied to that thing. Within the hulk
they discovered scores of vehicles and spare parts. There was no way Halleck would walk away from such a find and he
established what he called a way-station. You got it, right at the base of that… thing. Since then he had barely traveled
more than a half a kilometer from that visage of metal. Buggies, trucks, and even a walker all hung from that “tree” like
marionettes – all of them in some state of disrepair.
His latest challenge was a two-seater buggy, and of course the owners just had to have it yesterday. The rear axle had
been knocked at such an angle as to cause it to continually pull to the left. Its roll cage had been caved in just above a pile
of bloody goop in the “gunner” seat (he had know it was a gunner’s station by the pintle mount now smashed). And to top
it off the engine had seized. They couldn’t have discovered a batch of electrical motors – no! But like a craftsman he had
put it back together and now it only needed one last piece.
Picking up a mesh of respirator’s that had been jury rigged into some sort of air filter he set to the task of mounting it to
the engine. Once the last bolt was in place he stood up and reached into the crew area. Hitting the starter button the
engine roared to life spewing a cloud of black smoke. That’s when the urge hit him. Jump in and take it for a test run out
on the dunes, no body would miss him for a few hours.
As he lifted his leg to slip into the driver’s seat a small truck raced in and slid to a stop only a meter from his boots.
“Gunder! She’s took a round to right rear axle. Think you could have it fixed in a day or so?”
He could almost hear the “tree” laugh at him as the winds blew through its boughs.
VEHICLE EQUIPMENT
Vehicles may only have a limited number of pieces of equipment. Single-seat vehicles may have one piece of equipment.
Transports may have four pieces of equipment. Crawlers may have unlimited pieces of equipment. All equipment must be
modeled on the vehicle in order to be used. Equipment may not be moved to another vehicle once it is installed unless used
as a bargaining chip when exchanging and ransoming fighters and vehicles that have been captured. Once installed the cost
of the equipment is added to the cost of the vehicle. In addition, unless specifically stated only one copy of a piece of
equipment may be installed on a vehicle at a given time.
Ablative Armour (35 credits)
You stack boxes, extra armour, sand bags, and random pieces of ‘stuff’ all over your vehicle in an attempt to protect your
vehicle from damage. Ablative armour will absorb the first armour penetration of the game. After this use the ablative
armour plays no further roll in this game but will automatically be reconfigured in time for your next game.
Amphibious Package (50 credits)
Your vehicle may move through water, sump, liquid, etc without penalty. You essentially ‘float’ on the substances; however,
if you are crippled or immobilized at the end of the game in one of these conditions then you will automatically be able to
recover your vehicle at the end of the game with no crippled/immobilized roll required.
Boarding Plank (75 credits)
Once per game if your vehicle is within 2” of an enemy vehicle you may drop your boarding plank. Once attached, if either
vehicle separates then they both take 1 automatically penetrating hit to a random location as the ties, hooks, and other aspects
of the boarding plank rip free. Until the plank is dislodged the two vehicles vaguely follow the tailing moves, but no free
shooting. Each model that wishes to go either way on the boarding plank rolls a D6 instead of an initiative check. On a
result of ‘1’ they fall off as if they had lost a round on HTH. On a ‘2+’ they freely ‘charge’ across to the other vehicle.
Follow the remaining rules for boarding actions.
Crash Webbing (20 credits)
Crash webbing is a series of belts and nets that help keep the driver and certain passengers in place during a crash. Vehicles
may be equipped with crash webbing for the driver and/or a fixed weapon gunner, but you must pay the price for each one.
If a vehicle is equipped with Crash Webbing then that fighter cannot be thrown from a vehicle, not even if he looses a round
of vehicular hand-to-hand combat.

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THE ASH WASTES
Gyro-copter (50 credits)
You want a one way ticket to hell? Why not fly around the battlefield in a Gyrocotper then! A single seater can be converted
into a gyro-copter. The orcs call them Deth Koptas for a reason. They are extremely fragile out in the Ash Wastes, but
surprisingly very useful. The standard bike tables and rules apply to a gyro-copter, except the following:
Bike: A gyro-copter is treated as a single seater with the exception that hits to Wheels are considered to hit the “Whirly Bits”
instead.
Boarding and Ramming: A gyro-copter cannot be boarded or rammed.
Crashing: If a gyro-copter is immobilized or collides with a something taller then 6” the gyro-copter crashes and take D3
random location automatic penetrating hits.
Driver: Any fighter other then a Juve may drive it. Drivers mount and dismount just like a single seat bike.
Terrain: A gyro-copter can fly over terrain or models 6” or less in height without penalty.

Harpoon Gun (70 Credits)
Similar to the harpoon gun used by Skavvies in the Underhive, Harpoon Guns are mechanically compressed springs that
launch spears great distances. When used against fighters-on-foot they are effective at taking them out of action. When used
against vehicles this weapon tears chunks out of armour, pulls equipment off, and has been seen to pin fighters to vehicles,
literally. This piece of equipment may only be fitted to a large beast or any vehicle besides a bike.
Type:
Vehicle/Beast (Fixed Only)
Short Range:
0-12, Long Range:
12-18, -1
Strength:
5
Save Modifier: -2
Damage:
D6 (D3 see below)
Ammo Check: 4+
Special: Vehicles: Against vehicles a harpoon gun that hits will indeed do D3 point of damage if it penetrates. Roll once to
penetrate then D3 times on the appropriate Vehicle Damage Table. Fighters-On-Foot: Fighters-on-foot that are hit and
wounded by a Harpoon Gun are taken out-of-action on an injury result of 4+ instead of the standard ‘6’.
Industrial Machinery (60 credits)
There are several types of industrial machinery that Hive Prospectors and ingenuitive gangs use to scavenge raw materials
from the Ash Wastes. Prime examples are buzz saws, rock drills, shears, and hydraulic hammers. These are all typically
mounted on vehicles to stabilize their use. And you guessed it, some gangs even employ these devices to damage other
vehicles. When you purchase industrial machinery for your vehicle you must select either an automated or manned piece of
machinery. If you decide to go with automatic a program and sensors run the machinery. If you go with manned then you
must dedicate a crewmember to its use. Whatever the type of machinery you select it will only be used when you declare a
ram against another vehicle. When you declare a ram action and are successful you will do an addition hit at S4+2D6. This
hit is automatic if the machinery is manned and will hit on a D6 result of 4+ if automated.

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THE ASH WASTES
Loot Grabber (50 credits)
A vehicle can have one loot grabber. Bikes/trikes/sidecars etc. cannot have a loot grabber. A vehicle with a loot grabber can
attempt to pick-up loot counters by moving over them. If a vehicle with a loot grabber movers over a loot counter roll a D6.
On a result of 4+ the loot is wrenched out of the wastes and is caught in the loot grabber. Loot grabbers cannot be used at
slow speed or fitted to vehicles that can only move slow speed or less. A loot grabber can only hold one loot counter at a
time but a crewmember who does nothing else for an entire turn (shoot, repel boards, etc) may unload the loot and place it in
the vehicle. It a loot grabber is damaged through the damage chart when it has a loot counter on it rolls a D6. On a result of
‘1-3’ the loot counter is dislodged and is placed 2” behind the vehicle. On a result of 4+ the loot counter is lodged on the loot
grabber and remains with the vehicle and counts as being loaded onto the vehicle.
Mine Layer (60 credits – Frag / 100 credits – Krak)
A minelayer is a rack of two mines, either frag or krak, which can be dropped behind the vehicle as it moves. If the enemy
moves close or over the mines they will explode. Each minelayer carries two mines of the same type as the layer. At any
point in the vehicle’s movement you may declare that you are laying a mine. Place a mine counter directly behind your
vehicle. The second mine is laid after the vehicle moves another D6”. If the vehicle doesn’t move this full distance it is
placed behind the vehicle when it stops moving. If any model moves within 2” of a mine counter it will explode on a D6 roll
of 3+. If a model moves over a mine counter it explodes automatically. Mines explode with the same effect as a grenade of
the same name. When a mine explodes remove the mine counter. If an un-exploded mine counter is damaged due to a hit on
the damage table then roll a D6. On a 1-3 it explodes affecting the vehicle as if it had set off the mine. On a roll of 4+ the
minelayer cannot be used for the rest of the game. Mine layers are stocked up between games for no extra cost. You may
purchase this item twice, but you must purchase a different type of mine each time.
Nitro (50 – credits)
Nitro can be fitted to any non-crawler vehicle. Once per game you may use your nitro at the end of any movement. Nitro
can only be used if the vehicle is still capable of moving, i.e. is not immobilized. Once activated the vehicle moves 2D6
straightforward. If you roll doubles other then 1-1 then the vehicle has literally been lifted off the ground and taken flight.
The vehicle’s movement is in the air and takes it over any models and terrain in its path. When it moves the entire distance it
lands violently taking D6 automatic damage. Roll random locations and effects as normal. If an unused Nitro has been
damaged by the damage chart then roll a D6. On a ‘1-3’ it will ignite immediately using the movement rules above. On a ‘46’ the Nitro simply cannot be used for the rest of the game and further damage results to the Nitro are ignored.
Ram Bar (50 credits)
A ram bar is a rather simple device. It is usually a reinforced piece of steel or similar material that is placed on the front of
the vehicle to make ramming harder on its targets. Any vehicle that is rammed by a vehicle with a ram bar in the front
inflicts one automatic penetrating hit on a D6 result of 4+ in addition to any other damage. As an example, a shunt would
cause one automatic penetrating hit plus one more on a D6 result of 4+. Rakes and sideswipes are not affected. Ram bars
may only be fitted to wheeled and tracked vehicles. Crawlers, walkers, bikes, and skimmer may not have ram bars.
Run-Flat Tires (40 credits)
Run-flat tires are almost a must in the Ash Wastes. Rugged terrain and shooting tend to make changing tires a common
practice for all Ash Waste denizens. A vehicle that is equipped with run-flat tires ignores any wheel damage results of ‘1-3’
or bike wheel results of ‘1-3.’
Scanner (70 credits)
A vehicle-mounted scanner has a considerable increased range over hand held ones due to their larger power supply. A
scanner is automatically and freely used by the vehicle’s driver, needs no other user, and does not cost the driver any actions.
All hidden fighters within 16” of the center of the vehicle are instantly revealed at the end of its movement phase.
Searchlight (50 credits)
With the treacherous and normal conditions of the Ash Wastes being what they are, searchlights are a common piece of
vehicle equipment. A crewmember may operate a searchlight once per turn at the start of the shooting phase instead of
shooting. Place the blast template anywhere on the board within 24” of the searchlight. The searchlight must have LOS to
the spot, so no moving through solid walls etc. Any fighters or vehicles under the blast template are instantly revealed if they
are hiding and may be seen and shot at by any fighters within range this shooting phase. Fighters and vehicles revealed by a
searchlight may even be targeted if the lighting conditions have limited the sight distance to them, after all, they are under a
searchlight. In addition, anyone who can draw line-of-sight to the vehicle with an active searchlight may shoot at it
regardless of lighting or visibility restrictions.

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THE ASH WASTES

Sharpened Spikes (25 credits)
Many gangs in the Ash Wastes attach spikes, blades, razor wire, or similar nastiness to their vehicles. This does not affect
vehicles in any way except that boarding actions undertaken to get on a vehicle fitted with Sharpened Spikes are taken at a ‘1’ to their initiative.
Sidecar (50 credits)
A single seater can be fitted with a sidecar. Once done, this will allow the single seater to be fitted with a fixed weapon and
one additional rider. The following special rules apply to a single seater with a sidecar:
Shooting: If a fixed weapon is purchased for the single seater then it may not be fired if the vehicle travels at fast speed.
Shoots that Hit the Bike: If a damage result hits the Bike Rider location then a further D6 is rolled before attempting to
penetrate armour. A result of ‘1-2’ is applied to the Bike Rider location. A result of ‘3-4’ is applied to the Fixed Weapon
Location. A result of ‘5-6’ is applied the Crew Location.
Spare Tires/Tracks (30 credits)
Spare tires and tracks are a must in the Ash Wastes. The rough terrain almost makes it impossible to get from point A to
point B without some sort of vehicular trouble. This modification can be fitted to any bike, wheeled vehicle, or tracked
vehicle. If the vehicle remains stationary for one entire movement phase then the driver make spend the entire turn
‘repairing’ all damage to his vehicle’s tires or tracks. This means that he may not shoot or fight in hand-to-hand combat.
During the recovery phase the driver finishes up, gets back in the driver’s seat, and the all damage to the tires or tracks are
removed. This piece of vehicle equipment may only be used once per game.
Spiky Wheels (50 credits)
Any wheeled vehicle, including bikes, can use spiky wheels. Spiky wheels allow the vehicle to travel over difficult ground
without having to test; however, every inch traveled over difficult ground is treated as 2 inches. Spiky Wheels can be
damaged like any other piece of equipment and will be useless for the rest of the game if this happens.
Tow Cable (50 credits)
Tow bars, cables, and winches all have their uses in the Ash Wastes. If at the end of the game you have any vehicles with a
tow cable that are still operational (not immobilized or crippled) then you may recover one vehicle that is immobilized and
prevent them from becoming crippled per operational vehicle with a tow cable. Alternatively, you may attempt to drag a
crippled vehicle off instead of an immobilized vehicle. To do this you declare what vehicle you are attempting to tow off and
roll a D6. On a result of ‘4+’ the crippled vehicle is towed off. Crippled vehicles that are towed off re-roll all ‘Captured’ or
‘Destroyed’ vehicle damage results.
Twin-Linked Fixed Weapon (Special)
In true imperial technological fashion the best way to get more lead and lasers down range is to fire more weapons. TwinLinked weapons are fashioned by connecting two weapons of the same type to one trigger. Sounds good, eh? But it does
have its drawbacks. The cost of this vehicle equipment is two and a half times the cost of the weapon you wish to twin-link
(weapon x 2.5). The twin-linked version has all the same characteristics as the regular one except that when you pull the
trigger you fire twice as much. This means that a twin-linked bolt gun would cost 87 (35 x 2.5) credits and fires two shots;
whereas, a twin-link heavy stubber would cost 300 (120 x 2.5) credits and fires 4SF shots.
Wheel Slashers (30 credits)
Only wheeled vehicles (excluding bikes) can be fitted with wheel slashers. When the vehicle is involved in a rake or
sideswipe the enemy vehicle automatically suffers one point of damage to the wheel/track location in addition to any other
damage that may be inflicted. Wheel Slashers can be damaged like any other pieces of equipment through the damage chart.

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THE ASH WASTES
GANG RATING
Although not tracked to a specific fighter, vehicles still add their costs to the gang’s gang rating. The total cost of a vehicle is
its base cost plus an equipment that has been installed on it.

Elder Khanst wandered through the market. His little shanty had recovered nicely since the last storm. The barricades
where rebuilt and the gates repaired. Even the local businesses had been restored to their previous glory. As a matter of
fact, the recovery had been getting along so well he was now in the market for some new rides for his newly recruited
defenses. Having to recruit almost an entirely new gang afforded him the opportunity to be more aggressive in his tactics.
No longer would they sit and wait for the Nomads to attack, they would go out on patrol. Maybe even venture in-hive to
forage from time to time.
“Ah, Gaul! How are we doing this fine day?” Khanst’s voice reverberated nicely through his respirator.
“Elder Khanst! So good to see you well this morning. What can my humble little trading post offer you today?”
Khanst despised the rotund little man. He was always scarce when the town needed work done, but impossible to get rid of
when things needed to be acquired. Still, the man was resourceful in getting those hard to find items – either sanctioned
by the ruling house or otherwise.
“Mobility Gaul, mobility. What can you do for me in the way of transportation for me and my boys?”
“Ah, yes, right this way my friend.” The Guilder led his client to the back of the little shack where he bartered goods and
then out through a little door. Once out back Khanst looked upon a sizable stable, fully enclosed of course. Roaming
among several vehicles was a wide variety of animals. “Let us start with a wonderful truck. Right over here.”
It was a truck in name only. There were no doors, no windows, the cargo area was the only thing with a complete floor,
but it was sizable. With eight wheels, and such a large cargo area it was not really what the Elder had in mind.
“Gaul, I said I need mobility. Does it look like I’m going to be running caravans back and forth across the wastes to
you?”
“Ha ha ha, perhaps I misunderstood you,” the man said with a smile. “Perhaps a buggy, or a few cycles then? Right this
way.”
Walking around the back of the truck the guilder had to shoo away several dog sized reptiles. “They are not much now,
but once they reach their full size they will tower over these bikes,” the guilder said as he waved his hand to direct
Khanst’s attention. As the elder followed the guilder’s hand he saw some very nice specimens. Three hefty looking bikes
with good dust gripping tires, and one sported a small side car with a pintle mount. This was more of what he was looking
for. Slightly behind the bikes was a buggy. A two-seater with a pintle welded to the roll bar above the riders seat. And in
the back, just behind the engine, was small cargo area.
“Much better Gaul, much better. But what about something that does not require as much maintenance?”
The guilder seemed to hesitate for a moment. Almost as if he was distressed – like he had lost a sale. “Perhaps these
animals would suit you better Elder Khanst?” The little man pointed just over Khanst’s shoulder to a small herd of
reptilian-like animals.
No two were identical. Several were bipedal, most had four legs. There was even one with eight. They ranged in size
from about the size of the cycles he had just seen to one larger than the truck. The range of colors was also widely varied,
but all of them were suited for their harsh environment.
“Wonderful Gaul. Let’s get down to business…”

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THE ASH WASTES
BEASTS IN THE ASH WASTES
Despite the harsh environment of the Ash Wastes, it is not uncommon for beasts to mutate into new species that can tolerate
and thrive in the Ash Wastes. Life has found many a foothold out in the Ash Wastes both above and below the surface.
Mutated creatures that roam the Ash Wastes have long been herded by Ash Waste Denizens as food, pack animals, and
cavalry for their gang fighters to use. Any suitable model for a beast can be used. There are a variety of types of genetically,
mutated, and unusual beasts in the Ash Wastes.
TYPES OF BEASTS
Generally speaking there are only four types of beasts in the Ash Wastes: Small, Medium, Large, and Gigantic. These types
are based solely on the physical size of the beast.
Small: A small beast is the equivalent to a horse or pack animal. A small beast is only large enough only for a single rider
and his equipment.
Medium: A medium beast is larger then a small beast, but still only suitable for a single rider and his equipment.
Large: A large beast is considerably larger then a medium beast but still only suitable for one rider. Although a large beast
may only have one rider, it may also have a fixed weapon. Please make sure you model this accordingly.
Gigantic: Gigantic beasts are rare, but not unseen in the Ash Wastes. They are like crawlers in the sense that they are slow
and can carry whole tribes of nomads all by themselves.
RIDING BEASTS
So, who can rider a beast? Any gang fighter can ride a beast, if you pay the points cost for them that is. The only exceptions
are that Juves may not be the only rider on a gigantic beast.
RIDERLESS BEASTS
Medium, large, and gigantic beasts may find themselves riderless in the course of a game. Any fighter may take over the
reigns of a riderless beast in the same fashion as a riderless vehicle. Unlike vehicles, beasts have minds of their own. At the
start of each turn that a beast has no rider you must roll a D6. On a result of ‘1-3’ the beast will stay where it is. On a result
of ‘4-6’ the beast will wander D6” in a random direction, although a beast will never intentionally harm itself by walking off
a ledge or into a hazard so some judgment is needed. If this moves the beast within 1” of an enemy fighter then the beast
counts as having charged the fighter and hand-to-hand combat must be worked out. Also, a riderless beast that is charged by
an enemy will fight back as normal.
FIXED WEAPONS
Like vehicles, beast may utilize fixed weapons. Beasts follow all the rules for fixed weapons as stated earlier for fixed
weapons except the rider may be the firer on a large beast.
BEASTS AND THE UNDERHIVE
Beasts will never enter the depths of the Underhive. The Underhive is just too scary to them. Gangs will leave all their
beasts at the wall breach and venture into the Underhive, if applicable, without them.
BEASTS AND MOVEMENT
Beasts all have a set movement characteristic like fighters.
Running: Small Beasts, like fighters-on-foot, may run and charge, but may not board vehicles or other beasts except per the
‘Pounce’ skill. In addition, if a beast runs then its riders are treated as if they had run.
Charging: All beasts may charge. When a beast charges its movement rate is doubled. If a beast charges then its riders are
treated as if they had run.
Climbing: Beasts may not climb ladders but riders may dismount to climb ladders on their own. When this is done the
riderless beast will follow the riderless beast rules. Remember that small beasts cannot be dismounted.
Cover and Hiding: Beasts may not hide, but will benefit from applicable cover when they are shot at.
Small Beasts: Small beasts and their riders are considered one model for movement purposes.
Medium/Large/Gigantic Beasts: Medium, Large, and Gigantic beasts and their riders have their movement rate determined
by the movement characteristic of the applicable beast.

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THE ASH WASTES
BEASTS AND BOARDING ACTIONS
Beasts follow all the vehicle rules for boarding actions with the exception that small and medium beast cannot be boarded.
They are considered cavalry and treated as a fighter-on-foot. Additional, beasts may not attempt to board vehicles except per
the ‘Pounce’ skill.
BEASTS AND RACING/TAILING
Beasts may not perform races or tails.
BEASTS AND RAMMING
Large and Gigantic beast may ram and attempt to run fighters-on-foot over. These actions simply are not in their nature, so
the rider must first pass a leadership check to get the beast to respond to the command. In addition, beasts will naturally
avoid collisions. The only way for a beast to move into contact with another fighter is via charging it. On the other hand,
vehicles are free to ram beasts per the ramming rules. Beasts use the rider’s initiative to attempt to get out of the way. If hit,
randomly determine if the rider or beast is hit. Bikes attempting to run down a beast take a single hit at the toughness of the
beast and not the rider.
SHOOTING FROM A BEAST
Any fighters that are riding on a beast, no matter what size it is, may shoot as normal. If the beast moved then there is a -1 to
hit for shooting from a moving beast. Also, any move or fire weapons that are not fixed to the beast may only be fired if the
beast is stationary. Fixed weapons may be fired if the beast moves.
SHOOTING AT BEASTS
The ORB handles shooting at moving targets, but in the Ash Wastes things are vastly different. Shooting at fighters-on-foot
is handled in the same fashion as the ORB, but when you shoot at a fighter riding a beast the following modifications are to
be used:
Target Size: Only shots taken at a gigantic beast receives a ‘+1’ to hit modifier.
Running: If a beast ran or charged then the shot will have an additional ‘-1’ to hit modifier. This is applied no matter the
size of the beast because it is a shifting mass instead of a solid target.
Hit Randomization: If a shot hits a beast then the shot will be randomly assigned to the beast or a rider. Roll a D6. On a
result of ‘1-4’ the beast is hit. On a result of ‘5-6’ a rider is hit. If there is more then one fighter on a beast and the rider is
hit, then simply randomize which rider is hit. Roll for damage, armour save, and injury against the applicable hit target.
Remember that small beasts and their riders are considered one target.

SMALL BEAST (25 credits)
Only a single fighter may ride a small beast and they are considered as one model. The rider of a small beast has an effective
movement of 8” and may charge and run. The rider receives a +1 armour save bonus or 6+ armour save if he is not wearing
armour. This represents the mass of the beast that he is protected by. In addition, in hand-to-hand combat the rider will
receive an additional +1A to represent the beast tearing at the opponent. Small beast riders have a 360-degree (all around)
fire arc just as if they were riding a bike. In addition, riders of small beasts cannot be pinned and cannot dismount. When the
rider or beast is taken out-of-action only the rider rolls on the serious injury table. Any injury to the small beast is ignored in
the Post Game Sequence.

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THE ASH WASTES

MEDIUM BEAST (50 credits)
Medium beasts are larger then small beasts, but still only suitable for one rider. They are often used by guilders for
transporting goods across the Ash Wastes from spire to spire. A medium beast has the following profile and special rules:
M

WS

BS

S

T

W

I

A

Ld

Save

6

3

-

3

4

1

2

1

4

5+

Save: 5+ due to its armoured hide. If the rider is not wearing armour of his own he will receive a 6+ armour save to
represent the mass of the beast that he is protected by. The beast’s save is unmodified.
Leadership: The rider’s leadership is used for all of the beast’s leadership tests, but if the rider is taken down or out-ofaction then the beast’s leadership must be used.
Upgrades: Not all medium beasts are the same. Some are mutants and others are genetically engineered. To represent this a
medium beast may have the following upgrades: +1 W, +1 S, +1 A, or +1 Save. You may only purchase one of each
characteristic upgrade. The cost of the first upgrade is 10 credits, the second is 20 credits, the third is 30 credits, and the
fourth is 40 credits. This means that if you wanted all four upgrades you would have to spend and extra +100 credits on this
beast. Upgrades must be purchased at the time of the beast is added to the gang.

LARGE BEAST (100 credits)
Large beasts are substantially bigger then medium beasts. They are usually used to carry an entire gang’s stash across the ash
dunes or as passenger beasts between remote areas. These are the smallest beasts that can be fitted with a harness to carry a
fixed weapon. Although a large beast is big, they still are only suitable for one rider. A large beast has the following profile
and special rules:
M